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Network Boards => AMOS Language Discussion => AMOS Factory => AMOS Professional Forum => Topic started by: Sergiusz L. on November 16, 2006, 02:08:59 AM

Title: Project 'RPG'
Post by: Sergiusz L. on November 16, 2006, 02:08:59 AM
Ok I'm here  :-x

Well I can't get you details because I have no idea what details you want  :-D ... because ...

- I'm not a musician and I've used little a protracker for fun and it was 10 years ago ...really now  I don't remember what I've done on it  :-?  You must decide.


- "v3 or 5 octamed file" well I don't remember what was that  :lol: however I've looked into manual and it's says "AMOS can handle only MMD0 and MMD1 modules".
I think I never do anything med.

- "if you decide to call the .med library directly"
well I didn't do that... because I've rather used protracker modules... so I don't know how do that (not yet)

- give me your email I will send you a music what kind I want to hear (it can be read by 'Deliplayer')
Title: Re: Project 'RPG'
Post by: Hungry Horace on November 16, 2006, 07:07:38 PM
ok, on that basis... i will go with MMD1 (which i believe is octamed v5) - i've never had trouble with AMOS playing any of my MEDs anyway.

the other detail i wanted was rather for the ingame music... how many channels do you want left free for SFX? just the one? or two?  if two, then i may employ more use of loops than originally intended (as is done on IK+)

i think it would be interesting to together look into calling the MED library directly. (since this would imho be a useful thing to have posted for anyone to use in this Forum) i will dig out some Octamed documentation, have a look and post a link up here. The AMOS MED commands are somewhat limited. (in that they are "load" "play" and "stop" lol)

my email is horace_and_the_spider_@_hotmail.com

take out the _ 's, only i am trying to avoid the robots from spamming me!

i have deliplayer (although imho the MED player is not 100% accurate!) so any reference stuff you want to send will play fine :)
Title: Re: Project 'RPG'
Post by: Sergiusz L. on November 17, 2006, 12:21:44 AM
..back

"how many channels... " hmm ..  good question :-D
I wasn't thinking about it before. Well in this moment I have no idea.. so let's put out the ingame music for this moment. We will back to this later... but i relized one thing :

did you notice any Rpg with music during playing ? (because I don't remember any...but I wonder which have )

Let's focus on the title musics first...

yeap I think we will have to examine MED details...

Ok tomorrow I will send you music for example.



-----
I've looked into your's brother piece of "BW" and it scared me... :-D it's very similar to my early style programming.
But now I have other ... first I'm planning on paper then writing.
AMOS is really not too fast so these procedures are not effective in that kind. I hope my idea will works better
:-?
Title: Re: Project 'RPG'
Post by: SamuraiCrow on November 17, 2006, 01:08:04 AM
If you decide to use Med for your music playback library you should be able to make a four-voice MMD2 and use it with the latest Medplayer.library from the Aminet if you wish.  Amos shouldn't care what version you use as long if it is newer than the one that came with AmosPro.  Also, if you wish to use the Med library in a commercial or shareware product you should get permission from Ray Burt Frost Software first.
Title: Re: Project 'RPG'
Post by: Hungry Horace on November 17, 2006, 02:13:16 AM
thats a good point, hadnt thought about the updated medplayer lib. (doh!!) no wonder i've had no problems!

anything i make will be freeware for sure. i know theres still octamed on the PC (which is rubbish imho) but i cant beleive permission is still needed! almost as bad as Ultimate not releaseing their ZX speccy games!

sersoft: perhaps when your RPG is done, we can use the core of it to make a new version of Bloodwych? ;)


edit: Captive 2 had music during gameplay, although i only played the CD version, i cant be sure about the disk edition.
Title: Re: Project 'RPG'
Post by: SamuraiCrow on November 17, 2006, 04:08:47 AM
RBF Software doesn't usually charge anything for a commercial licence becuase most Amiga development houses couldn't afford to pay it anyway.  You just have to ask permission ahead of time, that's all.
Title: Re: Project 'RPG'
Post by: Sergiusz L. on November 18, 2006, 05:34:39 PM
"... if it is newer than the one that came with AmosPro. "
what do you mean  Samurai ? Is there any problems with it ?
What kind ?

Horace well... at the beginnig I wanted to create Dungeon Master/Black Crypt clone. When I almost finished graphics for this ... it happend  :evil: .. my PC get burned (well my Codegen power supply didn't stand 20h/day working. I was fucked ..cos I didn't any copies !!!! what a stupidity! ... months of drawing get lost. I was mentioning about it over year ago in this forum...

But I've decided to try again from beginning.. so I've chosen HiredGuns clone in this time because I'dont want to be bored by drawing again same tilesets... and current graphics is much better then at my first time.

I've never played Bloodwych because of it's poor graphics but I think making clone of Bloodwych with same graphics as original have no sense. But we can think about something new with elements of BW.

Ok I will check Captive ..


---
Ofcourse this medium project will be freeware but next may be much much bigger and be shareware ...we will see
Title: Re: Project 'RPG'
Post by: SamuraiCrow on November 19, 2006, 06:20:04 PM
The only thing wrong with the version of medplayer.library that came with AmosPro is that it doesn't support MMD2 modules.  There is a version on the Aminet (which seems to be down at the moment) that will play all 4-voice MED modules including the new ones from MED Soundstudio.
Title: Re: Project 'RPG'
Post by: Sergiusz L. on December 03, 2006, 02:57:46 PM
Hi again

Samurai can you give me best site where I will find specification of 'MMD2 used in Amos' or any information about it?



HungryHorace
Hello I will send you file today (finally i get back this cd..). However It will be long way to finish anything ...
I had to change palette and must redraw all graphics .. damn ! :-?



---
I'll be lurking around  :-)
Title: Re: Project 'RPG'
Post by: SamuraiCrow on December 04, 2006, 02:00:46 AM
OctaMed6Demo (http://aminet.net/package/biz/demo/octamedv6demo) comes with the player libraries.  I'm not sure if there are any newer than the ones that come with the OctaMed 4 package.  If they support all OctaMed 6 modules, they should be new enough to play all 4 voice Med Soundstudio files.  (As long as they don't use mix mode and therefore promote to MMD3 format.)

In order to use them from Amos you should be able to use Aminet/Libs/medplayer.library from this archive and have the commands for playback used transparently since the library should be backwards compatible.

This archive (http://aminet.net/package/dev/src/OctaMED-R) contains more documentation about the file format and some linker files for GCC but doesn't seem to have the playback libraries included.

If the library version in the first archive is no newer than the one included with AmosPro then we might be able to ask Ray directly from the Med Soundstudio Yahoo group (http://groups.yahoo.com/group/MED_Soundstudio_Amiga_Platform_Only/) if he has the libraries for MMD2 playback.
Title: Re: Project 'RPG'
Post by: Hungry Horace on December 04, 2006, 02:51:30 AM
i would only ever use normal amiga 4-channel MEDs in anything i do anyway. i enjoy working to the limitation, and feel you need a really good amiga to get anything listenable out of the multi-channel modes.

the med library i have must be the one from Soundstudio, and i can always send you that if its needed? (that would support MMD2) - but i would bet good money on the one in the octamed 6 demo being fine.


i never did find a solution to closing the MED library in AMOS. i have worked around it now by converting my wanted MED to MOD, but its not preferable, as AMOS doesnt seem to pick up command-line tempo settings properly, chosing to play all my tunes too slow. I over-cranked up the tempo in protracker, and it seems to act as a crude work-around! sadly, this woudnt work well for anything which was loop-based, as that would be very tempo-specific.
Title: Re: Project RPG
Post by: SamuraiCrow on December 04, 2006, 04:03:14 PM
Don't ever use the Amos Tracker commands directly since they sometimes load the module into Fast RAM by mistake.  Instead download the AMCAF (http://aminet.net/dev/amos/AMCAF150Final.lha) extension and use its loading and Protracker playback facilities instead.  (Just remember to use a negative bank number to load it into Chip RAM.)
Title: Re: Project RPG
Post by: Hungry Horace on December 06, 2006, 10:40:03 AM
err.. my programs not exactly memory-efficient, or being made to work on a low spec... i dont really have a problem with it going into fast-ram!!

thanks for that though, i will give it a look.

any other cool extensions you know of?  Ercole (sp.?) is pretty cool. letting you access the parallel port joysticks and two extra fire buttons!  (i wish the CD32 pad reading was   made into a proper extension like that)
Title: Re: Project RPG
Post by: SamuraiCrow on December 07, 2006, 04:40:33 PM
I forgot to mention that the protracker player in the AMCAF extension will fix your tempo change problem.  I think Track Play uses the video blanking interrupt.  (Thats equivalent to timing the music with Wait VBL commands.)
Title: Re: Project RPG
Post by: SamuraiCrow on December 07, 2006, 06:31:58 PM
Here (http://aminet.net/dev/src/OcSS_src.lha) is the link for the OctaMed Soundstudio player libraries and documentation of file formats that I was looking for before but couldn't find.  (Maybe next time they upload this they can change the filename so that MED actually appears in it.  :-P )
Title: Re: Project RPG
Post by: Hungry Horace on January 15, 2007, 02:17:29 AM
been trying to instal AMCAF, but get a guru whenever i run it.

if i was to install the .lib files manually, i go to set interepreter, set loaded extensions, and put the two extensions in which extension banks? (if someone could look at their setup this would answer it) thanks anyone!
Title: Re: Project RPG
Post by: SamuraiCrow on January 15, 2007, 03:10:14 AM
AMCAF goes in slot 8.  According to this extension list. (http://www.geocities.com/aliensrcooluk/public/Amiga_AMOS_extlist.html)
Title: Re: Project RPG
Post by: Hungry Horace on January 27, 2007, 05:12:51 PM
meant to reply a while back, yes, that worked thanks!

i assume the other .lib it uses just needs to sit in the folder with it :?
Title: Re: Project RPG
Post by: SamuraiCrow on January 28, 2007, 07:44:36 PM
I think the other lib that sits in the directory with it is used by the AmosPro compiler.
Title: Re: Project RPG
Post by: James on February 06, 2007, 02:01:10 PM
Hello

I am starting to use Octamed for my audio needs with my emulated Amiga. Are there any additional programs that work good with AMOS Professional?

How about graphics, I used to use DpaintV with my old Amiga 3000 before it corroded the motherboard. I have it running again on my laptop, as well as paint something, or something paint (not used it yet). Will data types work with DpaintV to allow it to convert (load) a JPG, GIF, etc and save it as an IFF so it can be used in AMOS? Are they hard to install, I just downloaded some today.

I'm also looking at imageconverterplus?

Any ideas out there?

Sandlizard
Title: Re: Project RPG
Post by: SamuraiCrow on February 06, 2007, 02:53:54 PM
In order to load .GIF and .JPG files into .IFF files that can be used by Amos, try Personal Paint (http://aminet.net/biz/cloan/PPaint.lha).  Note that .GIF files are paletted and will convert better than .JPG files.

As for additional files needed to use for your audio needs, I think you'll do alright with just OctaMed Soundstudio 1.03c since it contains a lot of features!
Title: Re: Project RPG
Post by: James on March 02, 2007, 11:23:05 AM
Thanks for your help. I have been working on an Empire-type wargame and I was interested in keeping track of real time. Is there any way to get the time/date via AMOS instructions?

I have thought about saving a file when the game starts, and looking at the timestamp? Isn't there a way to segment it down and find the time?

Thanks,

Sandlizard
Title: Re: Project RPG
Post by: SamuraiCrow on March 02, 2007, 01:29:34 PM
The AMCAF (http://aminet.net/dev/amos/AMCAF150Final.lha) extension has enough capability to implement a file requester in AmosPro, maybe it can extract time/date stamps from files as well.
Title: Re: Project RPG
Post by: James on March 02, 2007, 02:08:06 PM
OK, thanks! I'll give that a shot.

Sandlizard
Title: Re: Project RPG
Post by: Sergiusz L. on May 06, 2007, 03:03:30 PM
Best graphics program is Deluxe Paint 5 for Amiga.
Believe me, I was looking for better of this kind on PC and did not found (all PC proffesional graphics programs just sux).
Still it's fastest and simplest tool to make graphics for old Amiga machines.
Title: Re: Project 'RPG'
Post by: andyr on May 26, 2007, 10:02:46 PM
Regarding graphics and PC - I use Paint shop pro on the PC for the vast majority of my graphic design as it can save .iff files (select uncompressed though) and you can also use it for pixel level drawing.

I do though use dPaint 5 on Amiga to tweak the resultant file along with the palette selection.

For sound effects I use Goldwave on the PC as again, that also saves out in .iff format - and they don't usually need tweaking on the Amiga side at all!