Hi! That's why I chose the player in two. In one case, the target would be the movie type, so I fix it to 25fps and it's also faster because it doesn't pay attention to anything other than decoding (not the palette). The "proper" version is slower but it handles changes (palette, sounds, fps...etc). If there is a delay between successive frames in the animation file (because without it it would just spin all the way through and that's it), then in principle the player uses it. Changing the palette also works, but it is problematic. The problem is that the palette is not done simultaneously with the decoding of the images. Unfortunately, there are two separate commands for this purpose in AMOS and both of them appear as immediate results, so either the image appears with a wrong palette and then the palette is updated, or the palette changes first and then the image. Regarding the sound, if it is integrated with the animation, you need so much more RAM. the audio rate/volume/ect is handled but I did not care to handle stereo files, sorry. if we load it from a separate file, could be streamed from hdd, it saves ram. In that case the audio limit is: mono 8bit max 22khz, basicly it is one audio chanel since I don't have the resources for mixing real time. I'll just send it out to an audio channel. Since animation editors sometimes use unique descriptors (chunks) within the file, playback problems may occur. If I have the appropriate description, I can incorporate what the development environment allows. The description is what I usually miss... or I can't find it. I am willing to continue modifying/experimenting with the player, but in this case it would be advisable to experiment with the animation in which the problem occurs.
Sövény Imre
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(EHB) Extra Half Bright=64 colors.
It would require a very fast HDD and in the absence of other HW that we could test it on, so I can say that it will definitely run on Vampire. You can find it under the name StarDustWarsVampire, but before download...."Look at The Size of That!" :)
I know about the frame drops. Unfortunately, unnecessary operations also run that it would be good to skip or run in a different order. I consider this a disadvantage of programs coded in basic. It's easy, but it has its drawbacks... and we work with what we know and what we have.
Based on my experiences with AMOS programs, what can cause freezing is either custom ROMs (unfortunately sometimes even AROS) and the libraries used alongside them. If you have a factory ROM, the problem is not with that, nor with your HW config. 3.2 also works for me. What the game needs is 1 MB CHIPRAM (FREE!). If you have this, then in the absence of more information, my guess is that it could be the mathtrans.library used by the program.
If you started from HDD, there may be a problem with your library, but it is also possible that the one I attached does not match your system.
Try replace the library.
AMOS... on which this game was developed contains a bug...or limitation. The problem is that in the case of anim files, I cannot display frames whose data size (ANIM DLTA chunk) exceeds 32kb. This limit almost been crossed by the current game... In the case of AGA with 256 colors, we are talking about twice this, even with the same image size! I have already tried to solve the problem by manipulating the original AMOS source code, but unfortunately I was not successful.
And another problem... AGA support also available in unofficielal AMOS version only ...or as an extension. :/
I'm sorry for the end, even though in the current testing, no error occurred at the end. :( Would You let me know what could have caused it if You have any specific error message or something? If there is any closer clue, I would be happy to know.
Also, thanks for the videos, I was able to filter out a couple of mistakes from it (e.g. the eyeballs shouldn't move, but it still happened ) And although it wasn't a mistake, Olívia won't attack mice from now on. And the rain at the end, you turned it off when you went back to the portal, even though that shouldn't have happened.
The answer to this is yes and no. The base is the Tome, but it has limitations. On the one hand, it only handles byte values, which is not yet a problem, but narrows down the possibilities. Another limitation is that the editor assigns the same value to each tile, so I cannot manage multiple events for the same tile. The game uses only two layers. The first layer (standard TOME MAP) displays the Tiles. The other (not standard VAL) layer handles figures, walls, animations and basically all other events present in the map.
The twist in useage is that I work with TOME, but I use Turbo Scene for draw tiles, because it's faster, and I use the tome map command to query the value map. So I don't use TOME for what it was designed for... but it serves the purpose.
You can believe that if there weren't enough reasons for it, then it wouldn't need the chipram. But even if it could fit into 1 megabyte, the owners of 2 megabytes would hiss that it's a shame the game don't use it, even though there's an extra megabyte?
I wanted to include as many graphics as possible and unfortunately, this is the consequence.
By default, I can't put a blitter object on top of an iff animation, because AMOS automatically updates the surface underneath to a previous state when the blitter object is moved.
That's why so far I could only move sprites over it, because it didn't spoil it, but in that way I could move one "large" sprite over it.
In the new upload, however, there are several large blitter objects above it. It's slow, but worth a try.
The previous version is a different program with a custom file format. Takes time to convert and because of the custom format and loading technik.... Worked on winuae but it was unuseable on real hw. This one use the standard Iff anim format so it makes much easyer something to convert and useable on real hw. Not a miracle but faster. Compared to other players... It is capable of FF and RW playing ...with audio playback.
Hi!
The memory error was caused by me fiddling with the addresses of the icon bank so that the elements of the bank are at consecutive addresses, since that is the only way I can load them into place in one go.(It is the line FOR I=...)
Now I backup those addresses at start and restore the original state at the end of the operation, so it doesn't freeze and there are no memory errors, so the file selector also works again after playback.
If I understood the problem correctly, you can download the corrected version I uploaded(replaced).
It is exactly what you thought. The music buffer ...and I thought that Winuae emulates that and if it is ok then ok. It is a problem on Hdd as well but faster. I am sad that it is so visible. Loading the whole music to ram if possible? ... i will try. It would be better if I find something for amos, like how to play audio cd in Cd32 , it would be a solution for the sound chanels too. I dedicate the channels... Player+enemies+events+music. So possible to change it but more managable like that. The stripes are the leafes (sprites) going off screen. ... Solvable.