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- Getting Involved
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-
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- In order for Extreme AMOS to run the way you want it to, we will
- need your input to help us along. We ask of this in the form of
- articles and suggestions, as well as your text and IFF
- adverts/messages. The below pieces of text explain briefly about each
- of the different ways that you can become involved in the projects,
- but for more information, try consulting the "About" documentation
- files in the appropriate section. Alternatively, you can write to me
- with your questions at the address given at the end of the text. Here
- is how you at home can get involved :
-
- ù
- EA desperately needs articles of an AMOS nature, such as
- programming tutorials, as well as simple hints + tips you have lying
- around. We are also looking for people to run a "Programming Diary" on
- a PD game they intend to release with the source code. A Programming
- diary, is a file which you write notes and things down as you are
- working on your game. For example, if you get stuck on a sprite
- collision routine, in the diary you would document the problem you
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- had, and the different ways of trying to solve it, as well as the
- final solution that you chose. The diary can be in one or several
- pieces spread over a number of issues, and also comes with some source
- code from the various routines you have been working on, until the
- final version is released with the last part of the diary. This
- program is then compiled, and is entered into the library under one of
- the Mushroom disks, along with the entire source code, and all of the
- programming diaries used on it. For information on using colour in
- your text, see the below header labelled ARTICLE LAYOUT near the end
- of this document.
-
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- EA also needs smaller, more topical tutorials on a whole range of
- different AMOS predicaments. At the moment, EA has covered tutorials
- on Graphic Equalizers, making a Tracker demo, as well as being able to
- determine a music module within AMOS, as well as a huge Multiripper
- tutorial featured in issue 3. All of these have been written by
- myself, and I am running out of ideas. Your own tutorials would be a
- great help to the magazine, as would any documented routines you
- have, such as quick ways round larger AMOS problems. All source code
- used on any of the disks, along with any of the other articles sent,
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- is credited to your name in the credits list.
-
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- Apart from the articles sections, you can also contribute to the
- other sections designed for you, the reader. These sections consist of
- the Messages, and advertisement sections. Anyone can contribute to
- these sections, but I put a limit on that you must send at least 1
- article in order for your message/advert to be used. IFF screens can
- also be used, and so you must send more than 1 article. I will include
- it if there is enough space on the disk. A standard reader page in the
- new EA engine, consists of 20 lines, each holding a maximum of 80
- characters per line. A simple text advert can take up this entire
- page, using any kind of text design that you want. If you are going to
- include lot's of text adverts, I would be gratefull if you sent
- several articles you have written, and not stolen from anyone else
- without their permission. The same screen parameters also goes for the
- messages. There should be a small program on the disk which will allow
- you to design your own text adverts, and save them as an ASCII file to
- be sent directly to me. For information on colour within your text,
- see the below section labelled ARTICLE LAYOUT.
-
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- I also welcome IFF adverts and messages. The screen parameters
- however, must be to a specific level. The ideal picture for use in
- this NTSC size reader, is either 640 or 320 pixels wide, and 200
- pixels high. When in your favourite paint package, you can select the
- size of the page when you begin work. If you want your picture to be
- full size of the PAL screen, something like 320x256 or 640x256, then
- remember that the lower half of the screen will be cut when the
- picture has been displayed, losing the bottom bit of the picture after
- the button has been pressed, so it is advised that you use the NTSC
- screen sizes. I have also limited the number of colours, to no more
- than 64, otherwise the size of the file get's a little big. I will not
- allow the use of AGA or HAM pictures, simply because of there size,
- however, if you wish to bribe me into using it with a couple of unused
- first-class stamps, then you can give it your best shot. All pictures
- must be sent to me in IFF form, and all messages and adverts in ASCII
- form. I will not accept adverts sent on bit's of paper, unless for a
- very good reason.
-
- ù
- When it comes to putting the disks together, I am often stuck for
- programs to fill it with, so I tend to fill them with my own, and I
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- get lot's of letters telling me they are crap. If you have a program
- that you would like to have featured on a coverdisk, then why not send
- it in to me for evaluation. I accept all kinds of programs, including
- demo's of bigger programs. All programs that are sent to me will be
- included on future Mushroom disks, so remember to state that the
- program is shareware when you send it in to me. I am also looking for
- budding programmers to write Extreme AMOS exclusive games. These will
- go straight onto the coverdisk, providing that I think they are good
- enough to use.
-
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- The source code sections in the library are now looking a bit
- bleak, as I have used almost all of the best programs. Do you have any
- source code or AMOS PD disks full of source lying around, then why not
- send them in to me. If you have source code of your own that you would
- like to have included on the coverdisks, then I shall take a look at
- it. Remember, every disk that is sent to me entitles you to 35p off
- any Mushroom disk order. All source code sent will go straight into
- the library. The source that I include has very strict guidelines. See
- the appropriate section on SENDING SOURCE CODE for the list of
- guidelines that I like the source code to follow.
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-
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- A disk magazine is absolutely nothing without any kind of
- graphics. Hopefully, every couple of issues I hope to change the
- engine to a different format, to try and remove the repetitiveness of
- each issue. If you are a budding artist out there, then perhaps you
- would like some of your work featured. I am always looking for
- backgrounds of an interesting nature to include, as they give the
- magazine a feeling of it's own. Backgrounds must be no more than 16
- colours, and be in low resolution. Perhaps you have designed a
- graphical interface for a disk magazine, and would like to try it out
- on someone. Send it in to me, and if I like the look of it, then I may
- decide to use it for an issue. I am also looking for cartoon artists
- to draw comical captions to some of the sections, such as a section on
- regulary backing up your work, and explain about losing month's of
- effort, and the cartoon at the bottom could be someone smashing their
- Amiga to millions of bits with a large hammer !! The list of
- possibilities is endless.
-
- ý
- Music is another strong point of a disk magazine. Without it, it
- would be so dull and boring. I have trillions of modules lying around
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- my hard drive, but they are either commercial ones which I have ripped
- out of top games, or they are what is known as "Chip music", or SID
- modules ported over from the Commodore 64. I cannot use any of these
- in AMOS, especially the commercial modules. Are you a top musician,
- and would like to have some of your modules featured on an issue? If
- you would, then please send me some of your best work for inspection.
- I normally use around 3 modules per issue, with the biggest one up to
- around 100K uncrunched. If you have an awesome module slightly bigger
- than that, and it sounds really cool, then I shall still consider
- using it.
-
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- Article Layout
- ~~~~~~~~~~~~~~
- þ
- Looking at this article, for example, you will see that some of
- the paragraphs are in different colours. You too can make your
- articles into colour productions, by following these simple rules and
- explanations as to how the program works.
-
- When writing an article, you have the choice of using 8 different
- colours. Each colour is represented by inserting a special CHR$ string
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- on a line of it's own, before the line of the new colour is to be
- printed. In the next issue, you will be able to have more than one
- character, and place it just before the text to be printed. The
- control characters are :
-
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- Light Grey - Character 254
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- Green - Character 253
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- Yellow - Character 252
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- Blue - Character 251
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- Red - Character 250
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- Medium Grey - Character 249
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- Dark Grey - Character 248
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- White - Character 247
-
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- The line created by the control character is ignored when the text
- is placed on the screen, but you must remember to change the colours
- of your text back to normal afterwards.
-
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- It is a good idea that you place the current text colour code at
- the very top of each new page, as one page could print half an
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- article, and you could skip a couple of pages to another half-article,
- whic is printed in the old colour, when it should be in a new colour.
-
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- Your final control character is 255, which indicates to the
- program that it has found the end of a page, and increases the needed
- variables. This can be placed anywhere to indicate the end of a page.
-
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- Pictures can also be called within your text. Call the 255
- character, then insert these lines (right at the start of the line) :
-
- û
- PIC=TRUE
- (Path to picture SQG)
-
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- The graphics will then be loaded in and drawn on the screen. Only
- SQG pictures can be displayed at the moment. The squidger program is
- available from the library, and pictures must be save in the "Save
- SQG" form, and not a PP SQG. See review of Mushroom disk 58 for more
- details.
-
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- Each page holds 20 lines, with each line holding the standard 80
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- characters. For a nice border effect as seen in some of these
- articles, set your right border to 70 characters, and when converting
- files, use INDENTER_2 to automatically set the border. INDENTER_1 will
- not add a border, so you can use standard WP files.
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- To cap the article off, you must place the 3 control characters
- "EOF", and hit enter. This is recognized by the program as being the
- very last line. If you start getting an "End of File" error, then
- there is something wrong with this. Remeber, it should be entered AND
- RETURN HIT !!
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- You should now know all you need to know about creating files for
- use in the issue. I shall now go about the best way's to process your
- files in the quickest possible way. On disk 2 in the drawer labelled
- EA_Stuff, you should find 3 executable programs. The first 2 being
- INDENTER_1 and INDENTER_2, which are files for processing and
- converting text files into EA readable files. The third program is
- called EA_READER which is basically the reader routine in a program of
- it's own. It has had the turbo extensions taken out, so it can be run
- in AMOSPro mode, and without the library, it cut's down on the size.
- ÿ
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- Once you have entered the first couple of colours onto the first
- page of your text, it is time to begin prepping all of your page
- colours. To do this, convert your file using one of the converters,
- then load it into the reader. As you flick through the pages, you will
- be able to see the first lines of each of your pages. For each of
- these, just insert the character which will continue the colour. You
- can also add and delete lines to space out articles to flood onto the
- next page, but remember to re-convert the file and load it back in
- before making any other changes.
-
- ù
- Well that just about sums the layout of the articles. If you are
- still a bit stumped, then read in one of the articles already done,
- bot in the reader and a word processor, and you will see exactly how
- it is done. Alternatively, you can write to me or give me a ring where
- I will be willing to give you a hand.
-
- û
- Once you have completed an article, you can send it in either a
- processed form, or as a normal WP file, which I will be happy to
- convert for you. If you would like your game reviewed, then send me a
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- demo version of it AND a couple of screenshots for inclusion in the
- review.
-
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- Remember, that anything that is sent in to me by anyone, must
- accompany a name and address. If you contribute articles that I decide
- to use, you will of course receive a FREE copy of the first issue that
- it appears in. The same also goes for anyone who contributes any music
- and coverdisk programs/source code. Adverts and Messages however, do
- not qualify for a free copy unless the articles you send with them are
- used. OK then, I supposed I best give the Extreme AMOS address out to
- you. The address to send ALL your stuff to is :
-
-
- û
- Andrew "Mushroom" Kellett
- 32 Castleton Crescent
- Gamesley
- Glossop
- Derbyshire
- SK13 9TH
- ENGLAND
- ÿ
-
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- Well, I think I have explained everything you need to know. If you
- have any queries on particular sections, then consult the CONTRIBUTING
- article on that appropriate section, which should contain all
- necessary information. Thank-you for taking the time to read this
- document.
-
- ú
- [Andrew "Mushroom" Kellett]
-
- ÷
- EOF
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