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000016_amos-request@svcs1.digex.net_Mon Aug 30 07:43:05 1993.msg
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id AA16337; Mon, 30 Aug 93 07:32:48 -0400
Date: Mon, 30 Aug 93 07:32:48 -0400
From: hacker@acs.bu.edu (Jose Elias)
Message-Id: <9308301132.AA16337@acs.bu.edu>
To: amos-list@access.digex.net
Subject: Desperate help, look at short code:
Status: RO
Hi everyone!!! :)
I've been having this problem which I can't seem to solve!!!
I have this sprite bank I grabbed with my own utility, it has about 162
frames of Bob animations, and I checked all of them one by one with the
amos sprite utility to make sure they were fine.
Now, all I want to do is display these frames sequentially with this
short piece of code, but I get NO success!!!
Sometimes parts of some bobs get stamped into the background and
STAY there under the new animation frames, and sometimes you only
see the left 3/4 of the bobs and so everything looks like if it's
flicking.
Both the background and the bobs share the same palette of 32 colors,
the bobs use 16 of them and the background the remaining 16, the size
of the bobs is never greater than around 64 pixels at most.
here's the 17-line complete code:
flash off : hide
screen open 1,352,240,32,lowres
load iff "df0:gameboard",1
screen display 1,,20,,
screen to front 1
load "df0:infestBobs.abk"
double buffer : autoback 0 : update off
do
for bb=1 to 162
screen swap : wait vbl : bob clear
bob 1,100,100,bb
bob draw
wait 2
bob clear : bob draw
next bb
loop
and that's it!!!
BTW, I'm using AMOS 1.35
All I'm trying to do with this piece of code is display one bob, then
erase it, put the next bob, and repeat 162 times, but IT DOES NOT WORK!!!
Can someone explain to me WHY it doesn't work???
WHY do the bobs look all messed up and flick (even when I know they
are all-right?)
IMPORTANT!!!: I DID set the amos.configuraton file to 196 bobs already!!!
sincerely,
hacker@acs.bu.edu
p.s.: thanks in advance to anyone who tries to help.