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-
-
- T H E G A M E S M A S T E R S Y S T E M
-
- VERSION 1.0
-
- 21 MAY 1998
-
-
-
- Hi there, and welcome to the first official version of GMS! This is what
- many of you have been waiting for and the wait has been well worth it.
- When I posted a message to c.s.a.programmer two years ago about a new
- "games.library" there was a huge response, and ever since then there has
- been a lot of continued support. It is because of the support and positive
- attitudes that GMS finally gets released today.
-
- Thanks to the people that write to me and those that have supported the
- project throughout the design process. Everyone who has supported GMS is
- mentioned on our web page, and I hope you all continue to help with this
- project.
-
- If you are new to GMS, then I welcome you as a new developer. If you have
- ideas for the project then send in a mail, or if you need assistance then
- join the new mailing list and ask questions. Make sure that you read all of
- the text on licensing issues, and get programming :-)
-
- The next version will be due out in 2 months, see you then!
-
-
- - Paul Manias
- Author of the Amiga Games Master System
- WWW: http://gms.ethos.co.nz/gms/
-
-
-
-
- N E W S
-
-
- Discussion List
- ---------------
- There is a discussion list available for talking about all things that are
- GMS related. This is about the only place that you can talk to other GMS
- developers, so it is worth joining. There is also a lot of inside
- information about future development, and things not mentioned here or on
- the web site.
-
- To join, write to majordomo@lists.ethos.co.nz with "SUBSCRIBE GMS" in the
- message body. You will receive a message that welcomes you to the list.
- To write a message to everyone, send mail to gms@lists.ethos.co.nz. If you
- want to find out who is on the list, send a "WHO GMS" to majordomo.
-
-
- Licensing
- ---------
- All of the licensing details have been sorted out and are specified in the
- LICENSE.TXT file. Before you can distribute a game written in GMS you will
- need to pay a license fee, which goes to the continuation of the project.
- Make sure that you read the entire licensing file before you even begin
- programming in GMS!
-
- Also, when distributing your program, make sure you include the file
- GMSDev:Extras/GMS_README.TXT, which tells users where to get the GMS files
- from.
-
-
- Announcement List
- -----------------
- If you just want to receive announcements of new GMS releases, please send
- an e-mail to paul@ethos.co.nz with "SUBSCRIBE GMS-ANNOUNCE" in the header.
- Announcements are posted around every 3-4 months when a new version
- appears.
-
-
- System code to be released
- --------------------------
- All of the C and assembler code that makes GMS work will be released,
- except for the dpkernel.library. This will allow new hardware drivers to
- be written and enhancements/bug fixes to be made. This will start with the
- joyports module, so look out for it on Aminet and our web page.
-
-
- PC Conversion
- -------------
- Yes, GMS is being converted to the PC as part of the multiple-platform
- development programme. This will make it possible for you to compile your
- programs on both the Amiga and the PC, and therefore earn more money :-).
- If you want to help with the conversion, write to paul@ethos.co.nz asking
- to help.
-
-
- Anyone want to write an editor?
- -------------------------------
- Someone other than myself needs to write the object editor for GMS. It
- will have a GUI front end and lots of boxes and windows for the user to
- enter data for all currently available structures. It also needs to be
- able to write out data as tag lists, in a file formatted to Amiga file
- hunks. Look at Data Objects in the autodoc for detailed information.
-
- [NB: You do get a free GMS license for as long as you work on
- this.]
-
-
- Translation of autodocs
- -----------------------
- If you're interested in converting the docs to your own language, then
- write to me and I will give you my support. Currently there are people
- working on French and Swedish translations, but I would like to have some
- people help them with these conversions as well. The usual free GMS
- license applies.
-
- Note: To anyone that would like the French documentation, go to
- Aminet and download dev/misc/gms_french.lha. This is the
- FULL documentation, with autodocs and all of the general
- docs.
-
-
- Better Chunky 2 Planar
- ----------------------
- In this archive you will find the source to the C2P module (Asm/Chunky/
- 000.CPU1.s). If anyone wants to implement a faster routine such as the one
- by Peter McGavin, go ahead.
-
-
-
- C H A N G E S
-
-
- In order to upgrade your source code from V0.9 to V1.0, you need to make a
- couple of adjustments. Most of these are fairly minor, e.g. Screen
- attributes like DBLBUFFER have been changed to SCR_DBLBUFFER. The
- Display() action has also been renamed to Show(). These changes are very
- easy to pick up from the existing source codes.
-
- There is one major change, which is in the Picture support. It no longer
- loads pictures into video ram, so you need to use a new Copy() action if
- you want to display your picture inside a screen. Here is an example from
- a V0.9 source and the change to make it V1.0:
-
- if (background = Load(&BackFile, ID_PICTURE)) {
- if (screen = Get(ID_SCREEN)) {
- CopyStructure(background, screen);
- screen->MemPtr1 = background->Bitmap->Data; /* Illegal */
- screen->Attrib = DBLBUFFER;
-
- if (Init(screen,NULL)) {
- CopyBuffer(screen,BUFFER1,BUFFER2);
-
- Change to:
-
- if (background = Load(&BackFile, ID_PICTURE)) {
- if (screen = Get(ID_SCREEN)) {
- CopyStructure(background, screen);
- screen->Attrib = SCR_DBLBUFFER;
-
- if (Init(screen,NULL)) {
- if (Copy(background->Bitmap,screen->Bitmap) IS ERR_OK) {
- CopyBuffer(screen,BUFFER2,BUFFER1);
-
- Other changes in GMS are:
-
- * Line drawing now supports masking patterns in register d6.
- * Picture remapping is automatic, so if you load a picture into a bitmap
- that has a different set of colours, your machine will slow down...
- Make sure that the Picture matches the destination that you are loading
- it to - this is especially important for BOBS.
- * You can make screen captures in PCX format by using the following:
-
- SaveToFile(Screen->Bitmap,&FileName,NULL);
-
-