AMOS Stuff

(21st June 1997)

I've been dabbling with AMOS ever since its release waaaay back in the early mists of time. And although I haven't actually finished much, I have had a lot of fun knocking out routines to emulate effects I've seen in demos and games. So here's the (rather small) pick of the crop. I should warn you all that I'm no programming genius, so some of these routines might be totally crap, but they do at least work, and they might give you some ideas of your own (though it's more likely they'll give you some idea of how NOT to write AMOS code :-)

All the archives here are AMOS source only (plus any data files necessary), so you'll need AMOS as well.

 

IsoLand

It seems like everyone at some point in their programming life writes a landscape generator. For some reason I seem more partial to doing them than most, and this quick and simple program is one of several I've knocked out over the years. It generates a random landscape using a pretty simple algorithm, then proceeds to do a simple non-shaded render using an isometric view (except it isn't really isometric, but I can't remember the proper name for this kind of projection...)

Screenshot

Probably most useful as an example of how to quickly create a reasonably realistic random landscape.

Download it (5 KB)

 

Map Creator

Hey, I told you I liked landscapes and stuff :-) This program was written to demostrate the "Midwinter" approach to map generation, whereby a small map is enlarged, with the routine calculating appropriate infill points rather than simply making the enlarged landscape a blocky version of the original.

Screenshot

The routine starts with a 4*4 randomly generated map, which is then doubled in size 5 times, resulting in a 128*128 terrain plot. The program then false contours and lightsources the map, just for something else to do...

Download it (3 KB)

 

Two-Shear Rotate

Whilst flicking through "Computer Graphics: Principles & Practice", I noticed a very brief mention of a way to perform quick rotations of bitmaps using a horizontal and vertical shear. That sounds interesting, thinks I, and so off I went to write a program to demonstrate the idea...

It's not *quite* right, but it does show how the idea works, and it is faster than a traditional pixel-by-pixel rotate routine.

Screenshot

The wierdness in the central part of the image is due to some problem with the way AMOS handles the screen. It's NOT apparent when you run the program, only when you try saving the screen...

Download it (1.5 KB)

 

Team Yankee editor

Great book, and not a bad game either. The only problem was, at the higher levels it was all too easy to end up with a really battered team, with nowhere near enough sabot and TOW rounds left to complete the final missions. I then decided to write an editor, so I could mess around with the playfile.dat file that holds all the player data. And thus the Team Yankee editor was born.

Screenshot

Download it (8 KB)

 

3D StarMorph

Requires AMOS 3D

Remember the loading sequence from Walker? That rotating cluster of stars that kept morphing back and forth into a message. Well, I just had to try writing my own version, and here it is.

On a 68060/50, the interpreted version will do around 120 stars before dropping below 25fps - compile it and you'll get around 240 stars.

Download it (5 KB)

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