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- >> Also, I'll use DEMOTIME to count down the demo...
- > Piffle! I hate timers. We'll use my idea of one life. Then any stage
- > can be tested, but the game will end when you die or complete
- > that level.
-
- So, we (stage-programmers) don't even need to worry about a
- demo-mode as you'll just set LIVES=1 in the MasterCode and
- that will apply to all of the stages, correct?
- Sounds good, certainly makes it easier on us!!
-
- I think a GOOD player might be able to complete my stage with
- just one life, so perhaps you could add a tiny check and if the
- demo-stage being played is the SideShooter, you could cut the
- energy in half: BUBBASHIELD=50
-
-
- I've added the support code for multiple lives, music/fx and now just
- need to clean up a few things. Mainly just removing the counter in
- Phase One, fps/chipram-calculation/display and all that
- development-junk.
-
- You will definitely have the final version by Wednesday as I don't
- know of anything else I can do. Maybe remove the comments and
- possibly clean-up the source a bit, but I think for an AMOS
- program it's pretty clean right now...
-
- Speaking of which, I seem to remember someone (Keith?)
- mentioning an extension that allowed AMOS programs to use
- CONSTANTS and STRUCTURES... this would be a key factor in
- my decision to do future AMOS-programming, so what is the
- name of this extension? All I can think of is EasyLife, is that it??
-
- Anyone considered writing a FAST parallel-blitting routine?
- I'm thinking of something that would set-up the blitter and while
- that was drawing one image-bitplane, the CPU would draw the next
- image-bitplane. Probably not much difference on a 68000, but with
- a 68020 and certainly 68030 or higher, it could be MUCH faster
- than AMOS's current Bob-routines as a FAST CPU might be able
- to draw two image-bitplanes per the blitter's one.
- Instead of calling WaitBlitter() and having the CPU doing nothing
- while the blitter does all the work, why not actually use the CPU to
- draw the next bitplane (or two on FAST processors).
-
- Another thing I've considered is a few general purpose ASM
- routines that can process a list of objects simultaneously. You
- could pass the address of an array along with the number of "reps"
- and the ASM-module would add/subtract a value from this array,
- or you could pass two array-addresses and the ASM would add
- the contents of the second array (delta-values and such) to the
- contents of the first array.
-
- When is that JADE AGA-extension to be released? If I remember
- correctly that was to contain VERY FAST Bob-routines...
- hmmm... since it is still in development, perhaps they could
- implement the parallel-blitting design. Then the thing that has
- always been one of AMOS's greatest weaknesses (Bobs/blitting)
- would become it's greatest strength!!!!
-
-
- Take care,
- GARFIELD
- _________________________
- Current projects...
- SideShooter(AMOS): 99% Complete
- Website(http://www.sosbbs.com/~gbenjam): 25% Complete
-
-