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09.Sep.2024
Amigaworld.de (ANF)


Amigaworld.de: Alternative riser cards for the A604n memory expansion
Press release: AMIGAworld is pleased to announce the availability of two alternative riser cards for the A604n memory expansion for the Amiga 600 from Individual Computers (photo).

These new riser cards are designed for WiFi (PicoWyfy) and USB (Subway/Freeway/RapidRoad) expansions, which can be used in the Amiga 600 by simply plugging them in without a cable. The cards can be ordered for private use as a DIY project at the title link. (snx)

[News message: 09. Sep. 2024, 09:51] [Comments: 0]
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09.Sep.2024



Game Construction Kit: RedPill 0.9.42
RedPill, developed by Carlos Peris, is a game construction kit written in Amiblitz 3.99, which allows the development of games from various genres (e.g. Agonman). RedPill (YouTube video) is compatible with AGA and ECS, the "player" for playing the finished creations requires a total of 1.5 MB RAM. Jens 'Farbfinsternis' Henschel has written a tutorial. more ... (dr)

[News message: 09. Sep. 2024, 09:30] [Comments: 1 - 10. Sep. 2024, 15:39]
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09.Sep.2024



Preview video: Amiga port of arcade classic Elevator playable
In addition to an Amiga port of Galaga, Jean-François 'jotd' Fabre is also working on a conversion of Taito's arcade classic Elevator Action (amiga-news.de reported). The video now published under the title link shows that, apart from a few graphic errors and inaccuracies, the game logic works completely. (dr)

[News message: 09. Sep. 2024, 08:33] [Comments: 0]
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09.Sep.2024
Fabio Falcucci (Mail)


Developer log: First map of the game "The Gate" completed
At the beginning of October last year , we introduced the AMOS game "The Gate" by Fabio 'Allanon' Falcucci, a mixture of "Impossible Mission" and "Project Firestart" with his own ideas and concepts. The developer reports on his progress on Patreon, but has kindly summarised the current status for us:

"I spent the last 2 weeks working on the first map (Mastodon screenshot) and I have also fixed several bugs I saw only during the map testing phase. I also added some missing functionalities to the engine to make easier for me to create and handle the game contents, here is a list of the most important things:
  • I've completed the 5 door types available in the game, If I need to I can add more types, nothing is hard coded anymore.
  • I've optimized the game especially using graphics blocks to clear areas instead of using the slow drawing commands (BAR for example).
  • I've started to work on a game editor: the initial idea was that this would helped me to create the game contents faster, but I soon realized that this would take up a lot of my time and I was anxious to see if the engine worked well, so for now I will continue to create the content manually.
  • Terminals and dialogues are using a scripting language created from scratch by me, it supports strings and numeric variables, but they were local to the currently executed script. I needed some persistent space to store stuff so I implemented Map Variables (which are reset every time the map is loaded, but I can share values between map-scripts) and Global Variables (which are reset at the game beginning and can share data between script on different maps).
  • In the Terminal scripting language I also added a JUMPSUB/RETURN pair of commands to recycle repetitive code sections and make the scripts smaller.
  • I've adjusted all the graphics I have to make it proportional with the character's size, I've enlarged all of them manually to make pixel perfect (at my best).
  • I fixed a nasty bug in my script parser: empty lines was causing dead loops blocking the program flow.
  • Dialogue definitions now supports actors declaration, this means that dialogs executed by triggers can be between several actors (and not just 2!).
  • Some bugs related to the secondary weapons/devices are fixed, as well as the damage computation of the hit enemies.
I'm very happy because when I finished the first map and started testing it, everything worked as intended: Dialogues followed the programmed branching, triggers worked, animations worked and most importantly, the terminal simulator worked too!

I am happy about everyone who supports my work on Patreon." (dr)

[News message: 09. Sep. 2024, 08:24] [Comments: 0]
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08.Sep.2024



Aminet uploads until 07.09.2024
The following files have been added until 07.09.2024 to Aminet:
more ... (snx)

[News message: 08. Sep. 2024, 09:12] [Comments: 0]
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