Hi! I don't know, because there are several extensions (could be used) in it and I can't identify it based on that. But I have uploaded the source code in ASCII format, which can help You identify the command and thus the required extension as well.
Sövény Imre
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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.
Normal version is not EHB because I wanted to leave some colors brighter. It is true that the speed decreases, but since the EHB layer is still available, I could use it to draw an area where the opponent is already in the shadows, but still visible.
I have made a new ADF version and added another EHB layer with a slightly different light angle ;)