HDTenEightyP/NetNews huggingface dataset:
From: fernis@mits.mdata.fi (Ari Fernelius)
Subject: AMOS's WINDOW FONT command doesn't exist!!!?
Organization: Microdata Oy
Date: Sun, 11 Oct 1992 10:32:27 GMT

I'm having a major problem with some of my projects... I have never seen
an AMOS program that uses WINDOW FONT command. And no wonder! The manual
states that this "powerful" window font command makes possible to use any
8x8 non-proportional fonts with PRINT command. 

Sounds great, cause TEXT command is quite slow, and coordinates are
sometimes nasty to handle. Actually, Window Font is a vital command in
AMOS, but it just doesn't exist! Aaaargh! I've tried everything, but
AMOS won't recognize the command. 

"window font"+<CR>
results as
Window FONT       , so the FONT is just a variable, huh? No way.

Please inform, is the problem in me, myself, or my brains?

--
      ____________________________         
      >                           >          
     /    fernis@mits.mdata.fi   /          Espoo, Finland   
    <___________________________<
From: FELIX-ONE@cup.portal.com (Dan A Miller)
Newsgroups: comp.sys.amiga.programmer
Subject: Re: SAS/6.0 Compiling from Editor HELP!!!!!
Date: Sat, 10 Oct 92 06:42:17 PDT
Organization: The Portal System (TM)


>    I finally received my copy of V6.0.  I don't know about this RPS that SAS
>used for shipping!?!
>    I can't compile from the editor, and I'm upset.  I have the above done
>correctly.  I had csh5.19 on my system but have completely wiped it off and I
>still can't compile from the editor.  All that happens is the same as describe
d
>above -- Compiling... and then nothing and I'm back were I started.
>    Any and all help is appreciated.  I have a program to write and if I don't
>like doing things from the shell although that seems to work - although in a
>sample compilation it seems that the executable was much larger than the one
>from V5.10b.
>    Thanks for the help!!!!
>
>                        Shane L. Bell
>
I'm using SAS 6.0 and it compiles for me....
I used thier installer program and installed it on my hard disk.
( disk 1)  and as a final fillip the installer program wrote ( after asking )
to user-startup the path for SC: ( plainly labeled )
so look at user-startup and see if you have the additions
sorry I can't hhelp more..
dan


 ____________________________________
|                                    |
|     /* I love My Amiga(s) */       |
|   #Define FELIX-ONE Dan Miller     |
|                                    |   
|    (FELIX-ONE@cup.portal.com)      |
|____________________________________|
From: chrisg@cbmvax.commodore.com (Chris Green)
Newsgroups: comp.sys.amiga.programmer
Subject: Re: Need RELIABLE assembly blitter routine
Date: 16 Oct 92 12:06:06 GMT
Reply-To: chrisg@cbmvax.commodore.com (Chris Green)
Organization: Commodore, West Chester, PA

In article <OAHVENLA.92Oct15204351@lk-hp-12.hut.fi> oahvenla@snakemail.hut.fi (Osma Ahvenlampi) writes:
>In article <35823@cbmvax.commodore.com> chrisg@cbmvax.commodore.com (Chris Green) writes:
>
>	   There's nothing wrong with directly accessing the blitter registers,
>   providing your friend follows the proper protocol:
>
>	   OwnBlitter()
>	   WaitBlit()
>	    poke blitter registers to your hearts content. Be sure to call
>	    WaitBlit between blits (you don't have to call it after the last
>	    blit).
>	   DisownBlitter().
>
>Huh? What about AGA compatibility? This works on ECS mode, I think, but does
>it work with AGA display modes?

	AGA display modes don't affect the blitter. Of course, what you actually
do with the blitter when you get it could affect your AGA compatibility,
for instance assuming you "know" what your BytesPerRow is when you
you didn't allocate the bitmap yourself.

>BTW: If you're already poking blitter registers, it could be useful to use
>btst #14,DMACONR instead of WaitBlit().. Saves time, if you're low on it.

	No it doesn't, it slows down your blit, as well as not working.
-- 
*-------------------------------------------*---------------------------*
|Chris Green - Graphics Software Engineer   - chrisg@commodore.COM      f
|                  Commodore-Amiga          - uunet!cbmvax!chrisg       n
|My opinions are my own, and do not         - icantforgettheimpression  o
|necessarily represent those of my employer.- youmadeyouleftaholeinthe  r
|"A screaming comes across the sky..."      - backofmyhead              d
*-------------------------------------------*---------------------------*
Newsgroups: comp.sys.amiga.programmer
From: oahvenla@silver-surfer.cs.hut.fi (Osma Ahvenlampi)
Subject: Re: Wolf3D -- programming aspects
Organization: Helsinki University of Technology, CS lab
Date: Wed, 7 Oct 1992 22:00:00 GMT

In <leifv.36.718453033@dhhalden.no> leifv@dhhalden.no (LEIF HUGO VARUM) writes:

>>> Is anyone else out there doing 3D rectangles or real-time texture mapping
>>> onto rectangles?  I'd like to talk about doing a Wolf-3D type game.  
>Yep, 'The one for Amiga' had an article of a new US Gold(?) game for the 
>Amiga/PC with a gfx system similar to Wolf3D, only better. The programmers 
>claimed that the Amiga version of the game would have a speed equal to a 386 
>at 16 mhz. The Amiga version used a gfx system enabling you to look 
>through windows in buildings. One could also scale the output window for 
>increased speed.

>>> 
>>> I realize that since we don't have byte-addressed graphics like the IBM,
>>> I'll have to do it plane by plane and it'll take a while.  But I'm aiming
>>> for 10+ fps on an 030 w/ 16 colors, lores.  I have no idea if it can be don
>>> But I've seen cube-o-matic which blazed on my 3000.
>The programmers of the us-gold game said it would run at 8 fps on a standard 
>Amiga, more if you used a smaller output window.

>BTW one of the Amiga programmers was Paul Woakes (Mercenary, Damocles).

This may have nothing to do with anything, or this may be pure BS, but I was
talking to a friend of mine tha other day (yes, I have PC-using friends! gack!)
and he said Castle Wolfenstein 3D actually uses a non-documented bitplane mode
found on almost every VGA/SVGA-implementatation. He told me that VGA boards
are basically programmable to various non-documented resolution/color modes,
and that they do have a bitplane fetch mode in addition to the usual chunky
pixel fetch, but that these modes are not specified nor very much used (there
are thousands of variations, as you can imagine). I believe this is quite
possible (after all, Amiga chipset has been progarammable from the very start,
and AGA even more so), and that those modes would be first used in something
like Wolf 3D, which is Shareware. You could not use them in a fully commercial
product, as they are not guaranteed to work on every VGA board...
If the above is true, I still can't understand how that would make that bitmap
scaling possible, it should be slower if anything. My friend said that
addressing the VGA in this way is faster, so that could make up for what is
lost in more complex calculations, but I don't know.
--
Osma Ahvenlampi  -  oahvenla@niksula.cs.hut.fi
My opinions are mine, and though someone else may share them, that's not my
fault. You may freely agree or disagree with me, I don't much care.
From: stern+@pitt.edu (Eric G Stern)
Newsgroups: comp.sys.amiga.programmer
Subject: Re: Fast Fourier Transform C-code Wanted
Date: 12 Oct 92 17:52:22 GMT
Organization: University of Pittsburgh

In article <hassink.718754503@manning> hassink@cs.UAlberta.CA (Hassink Brian John) writes:
>Anybody out there have some sample C-code for
>doing fast fourier tranforms? 
>If there is no sample code, could somebody direct
>me to a good text?
>Brian

The book Numerical Recipes in C has code for this as well as a
*lot* of other computational algorithms and references.  There is
even a diskette with all the source code available.  The book is
published by Cambridge University Press.  They are distributed in
the US from New York; I don't know about Canada.  You can order
directly from them but I don't remember whether or not they have
an 800 number or not.

			Eric Stern

Newsgroups: comp.sys.amiga.programmer
From: mlelstv@specklec.mpifr-bonn.mpg.de (Michael van Elst)
Subject: Re: SAS/C 6.0 and WShell
Organization: Max-Planck-Institut f"ur Radioastronomie
Date: Fri, 9 Oct 1992 22:32:56 GMT

In <BvuvGA.26E@unx.sas.com> walker@twix.unx.sas.com (Doug Walker) writes:
>It's not the compiler output that we are worried about, it's the
>compiler input.  The F4 key lets you compile the file currently
>in the editor buffer, WITHOUT saving it to disk.  We have to
>look like a file system to allow the compiler to Read() the
>editor buffer.

Hmm, that is still possible with a PIPE: as long as the compiler
doesn't need to Seek().

Regards,
-- 
Michael van Elst
UUCP:     universe!local-cluster!milky-way!sol!earth!uunet!unido!mpirbn!p554mve
Internet: p554mve@mpirbn.mpifr-bonn.mpg.de
                                "A potential Snark may lurk in every tree."
Newsgroups: comp.sys.amiga.programmer
Subject: 8SVX (IFF) Samples needed!!!!!!!!!!!!!!!!!!!!!!
From: castleaw@brandonu.ca (General Romeo)
Date: 14 Oct 92 11:14:43 CST
Organization: Terren Technology...

Hi everybody,
	I'm looking for a list of sites containing 8SVX (IFF) sample
sounds.  Please E-MAIL site names to: CastleAW@BrandonU.CA

Thanks in Advance!

General Romeo
Terren Technology...

-- 
General Romeo                  Owner of The Amiga 500 from HELL...
Terren Technology...           E-Mail: CastleAW@BrandonU.CA
                     I'm too sexy for this SIG!
Newsgroups: comp.sys.amiga.programmer
From: derekn@vw.ece.cmu.edu (Derek B. Noonburg)
Subject: gadtools scroller in window border
Organization: ECE Department, Carnegie Mellon University
Date: Fri, 9 Oct 1992 15:38:58 GMT

I'm trying to create a window which has gadtools scrollers in the
right and bottom borders (like Workbench windows, etc.), but I've run
into a couple of problems.

The major problem is that the RKM says not to make gadtools gadgets
relative position or size.  Is there any way to get around this?  Or
do I need to relocate them whenever I get an resize IDCMP message?  If
I relocate them like this, how do I actually go about moving them?
Each scroller is actually 3 gadgets (plus a gadtools thing) -- do I
have to set a position for each one?

The other problem is figuring out how to get gadtools gadgets in the
window border.  With normal gadgets, I would just set GACT_xxxBORDER
(whatever it is... my manuals are at home) -- can I just set this in
the gadgets returned by CreateGadget() before calling AddGList()?

Thanks.

- Derek

--
Derek Noonburg                                derekn@vw.ece.cmu.edu
Electrical & Computer Engineering Dept., Carnegie Mellon University
From: ad99s461@sycom.mi.org (Alex Deburie)
Newsgroups: comp.sys.amiga.programmer
Subject: HELP! ListView gadgets?
Distribution: world
X-BBS-Software: EXCELSIOR! v0.960
Date: 15 Oct 92 04:02:02 EST
Organization: Michigan Information eXchange

 
I'm trying to create a ListView gadget in an application, but
CreateGadget() keeps returning 0 no matter what I try.
 
To my knowledge I've correctly set up the linked list of text to fill
the listview. Does this require a special LN_Type? Is this a linked
list of Exec nodes, as the manual states, or IntuiText structs?
 
I've also been careful to set up the TAG list as it should be (I
think). It seems that all I really need to do is set the GTLV_Labes TAG
and set it to point to my list, right? All the other tags have
defaults, right? I have tried the setting every available tag, but
still no change.
 
I've also been careful to set up my main window with all the
appropriate IDCMP flags for the ListView gadget. (MOUSEMOVE, GADGETUP,
GADGETDOWN, etc.)
 
What else is there? I've set up nearly every other kind of GadTool
gadget, but the ListView just won't give.
 
I'm just about ready to chuck the ListView alltogether and build my own
with the Scroller_KIND, but it's the principle of the matter that is
really driving me NUTS! Help?
 
     -- Alex Deburie
        ad99s461@sycom.mi.org
From: jimdawson@cup.portal.com (Jim R Dawson)
Newsgroups: comp.sys.amiga.programmer
Subject: Re: If you use locale.library, read this
Date: Wed,  7 Oct 92 17:41:12 PDT
Organization: The Portal System (TM)

>
>        Well, first I wanted to say the locale.library is a great thing!
>        It seems so odd to hard-code text in applications, now!
>

Can somebody tell me where I can get programming info (i.e. autodocs,
programming examples, etc.) for locale.library?

                                    jimdawson@cup.portal.com
Newsgroups: comp.sys.amiga.programmer
From: taylorm@wl.aecl.ca
Subject: ListView Slider Bar Does Not Render Properly
Organization: AECL RESEARCH
Date: Fri, 9 Oct 1992 15:25:24 GMT

I have written a program which uses several gadtools gadgets, including a 
read-only ListView.  For some reason the slider bar on the listview doesn't
render properly.  Instead of getting a resizing black bar, I get a strange
coloured bar that looks to be full height all the time.  It still functions
properly, as do all the other gadgets.  I would guess that something is wrong
with my visualinfo, but all the other gadgets look fine.

If anybody has seen this problem before please let me know.  The source code
is a little large to post and I don't expect someone else to debug it for 
me :-)  If nobody has any ideas, I will go over it with my fine toothed comb
yet again.

*****************************************************************************
  In search of the virtual world       *             /\/\ike Taylor
                                       * mataylor@undergrad.math.uwaterloo.ca
    Sometimes real is too real         *          taylorm@wl.aecl.ca
*****************************************************************************
Newsgroups: comp.sys.amiga.programmer
From: aarndt@engr.UVic.CA (Aaron  Arndt)
Subject: Re: Need RELIABLE assembly blitter routine
Reply-To: aarndt@engr.UVic.CA
Organization: University of Victoria, Victoria, BC, Canada
Date: Tue, 13 Oct 92 17:16:56 GMT

In article 4448@bilver.uucp, alex@bilver.uucp (Alex Matulich) writes:
>He'd greatly appreciate some help.  If you have an assembly blitter
>routine that will do the job described above, could you send them along?
>Thanks.
>
>-- 
> _ |__  Alex Matulich    alex.matulich@oau.org
> /(+__>  Unicorn Research Corp, 4621 N Landmark Dr, Orlando, FL 32817
>//| \     UUCP:  alex@bilver.uucp   {peora|ge-dab|uunet!tous}!bilver!alex
>///__)     Internet:  alex@bilver.oau.org | alex%bilver@peora.sdc.ccur.com

	I'd be very interested in these routines as well?  If someone does send them to you, could that person or you send them to me?
From: chrisg@cbmvax.commodore.com (Chris Green)
Newsgroups: comp.sys.amiga.programmer
Subject: Re: Wolf3D -- programming aspects
Date: 16 Oct 92 12:14:10 GMT
Reply-To: chrisg@cbmvax.commodore.com (Chris Green)
Organization: Commodore, West Chester, PA

In article <Karsten_Weiss.0jgk@ibase.stgt.sub.org> Karsten_Weiss@ibase.stgt.sub.org (Karsten Weiss) writes:
>
> 
>>    For "real" texture mapping (like in Ultima-UnderWorld), I'd recommend
>> generating your texture mapped polygons into a fake frame buffer, stored
>> in fast ram at one byte per pixel. After the whole frame has been
>rendered
>> into this fake buffer, transfer it to chip ram, converting it from chunky
>> to planar. This has a lot of advantages over writing your texture map
>> routines to work in planar modes:
>> 
> [advantages deleted]
> 

	Another potentially good trick for these tpyes of games is to detect when
the player is moving quickly. When they are, do your 3d rendering into a
smaller 2d window. Then, when copying the fake frame buffer, scale up
by a factor of two the resulting bitmap. This also can save on the planar
to chunky conversion, because the scaling up can be done with a 8->16
lookup table after the data has been planarized. And of course, when they
slow down, you start rendering at high resolution again.

	An extension is to create a 256x256 byte table. Entry table[n1][n2]
returns the color in the palette which is closest to the average of
colors n1 and n2. This table can be used to approximate anti-aliasing
of the scale up (it will make pixels blur, rather than turn into ugly
blocks).

	-- 
*-------------------------------------------*---------------------------*
|Chris Green - Graphics Software Engineer   - chrisg@commodore.COM      f
|                  Commodore-Amiga          - uunet!cbmvax!chrisg       n
|My opinions are my own, and do not         - icantforgettheimpression  o
|necessarily represent those of my employer.- youmadeyouleftaholeinthe  r
|"A screaming comes across the sky..."      - backofmyhead              d
*-------------------------------------------*---------------------------*
From: barryb@castle.ed.ac.uk (Barry A T Brown)
Newsgroups: comp.sys.amiga.programmer
Subject: Re: DevPac 3.01
Date: 15 Oct 92 20:15:37 GMT
Organization: Edinburgh University

In article <kehlet.06rl@kehlet.adsp.sub.org>, kehlet@kehlet.adsp.sub.org (Jesper Kehlet) writes:
|> Hi,
|> 
|> in search of an assembler, that suits my needs, I got a DevPac 3.01 from
|> the locale dealer.  I have a test copy of it, since I'm not going to buy
|> it until I find it the best (and until I've tried out HX68).
|> 
|> It's really fast and all that, but one thing I can't figure out (and
|> believe me, I've browsed through the ENTIRE manual, phew!) is how to
|> declare a section as chip load.
|> 
|> Any of you figured that out or should I return it and go for the HX68
|> instead?
|> 
|> 
|> -- 
|>      Jesper Kehlet, Compos Mentis Software Systems -- A Kind Of Magic
|>         (uunet|pyramid|rutgers)!cbmvax!cbmehq!cbmden!kehlet!kehlet
|>                         kehlet@kehlet.adsp.sub.org
|> 
|>            'The lunatic is in my mind' -- Pink Floyd, Dark Side


use the section command.

i.e.
	Section hello,code_c
for fast mem
	Section hello,code_f

I can honestly say Devpac 3 Is the best commercial assembler available , and I have written 3 Commercial products using it.
There are a few bugs in the earlier 3.xx versions but they seem to have been fixed now.




	Dave .W.


*	Yes I am a handsome Devil	*
From: kentd@FtCollins.NCR.com (Kent Dalton)
Newsgroups: comp.sys.amiga.programmer
Subject: Ixemul Library's chdir is immortal.
Date: 7 Oct 92 09:18:40 GMT
Reply-To: Kent.Dalton@FtCollinsCO.NCR.com
Distribution: world
Organization: NCR Microelectronics, Ft. Collins, CO


I've noticed serious weirdness in ixemul.library's handling of the
current working directory: I invoke a GCC compiled process, it chdir's
to a directory, does some work and exit()'s. Now the next time I
reinvoke the program it's current working directory is not inherited 
from it's parent but from it's dead sibling (i.e. the current working
directory is the one it chdir'd to last time not the one it was invoked
from!). I assume that the shared library is somehow statically
maintaining the current working directory independently of the calling
program.

IMHO, this is a pretty scary bug. What if I were trying to implement an
'rm' that used ixemul.library and some other process (or the previous
rm) chdir'd? Yow! That could mean *serious* trouble.

I really need a fix for this ASAP! Any help would be appreciated.

--
/**************************************************************************/
/* Kent Dalton                   * EMail: Kent.Dalton@FtCollinsCO.NCR.COM */
/* NCR Microelectronics          * Phone: (303) 223-5100 X-319            */  
/* 2001 Danfield Ct. MS470A      *   FAX: (303) 226-9556                  */
/* Fort Collins, Colorado 80525  *                                        */
/**************************************************************************/
I want you to organize my PASTRY trays...  my TEA-TINS are gleaming in
 formation like a ROW of DRUM MAJORETTES --
 please don't be FURIOUS with me --
Newsgroups: comp.sys.amiga.programmer
From: copes@cs.curtin.edu.au (Simon Cope)
Subject: Re: 68000 source.
Organization: Curtin University of Technology
Date: Tue, 13 Oct 1992 05:27:24 GMT

csg019@cck.coventry.ac.uk (-~=Zaphod=~-) writes:

>When i was first starting out trying to program the amiga in assembly language
>the hardest thing in the world is to find some example code. Having had
>about 5 years on the amiga writting for various demo groups, i have sold my
>amiga. 

>This has left me with some source code for various projects i had going

>I'm not responsible for some of the programming methods (i can tell you now
>that some of it is baaaddd.)

Ahhhh, usual hacker code I see...

>Email me if you want any of the above.

Ok, sent it to me.  Could be good for a chuckle.


--
Simon Cope
copes@cs.curtin.edu.au















>-- 
>******************************************************************************
>*        ///  O O   A member of S.H.I.T. (Super High Intelegence Team)  ///  *
>*       ///    u    Fight, defeat and kill organized laming.           ///   *
>*  \\\ ///    \-/          csg019@uk.ac.cov.cck ok?		  \\\ ///    *
Newsgroups: comp.sys.amiga.programmer
From: Walt.Namitz@bbs.oit.unc.edu (Walt Namitz)
Subject: gcc2.1 header files
Organization: Extended Bulletin Board Service
Date: Sat, 10 Oct 1992 01:49:58 GMT

I recently got gcc2.1 however the distribution I got didn't have the
stdio.h header file. If this file isn't too large would some kind soul
email a copy to me. I'd get it off the internet but I don't have internet
access. Thanx in advance.
--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  bbs.oit.unc.edu or 152.2.22.80
From: Jesse_Michael@amwbbs.rain.com (Jesse Michael)
Newsgroups: comp.sys.amiga.programmer
Subject: Re: Help : Devpac
Date: 13 Oct 92 21:02:08 GMT
Article-I.D.: amwbbs.Jesse_Michael.00x0
Distribution: world
Organization: No Organization

In a message dated Tue 13 Oct 92 00:31, Cpage@esk.compserv.utas.edu.au (chr
wrote:

> I recently bought the latest Amiga Format, and in doing so got Devpac 2.
So
> over the past week or so I have been converting my own source code from
A68k
> format into devpac. However, I have a problem as some of my code requires
> linking (Blink is included on the disk) but as minimal  instructions are
> included with the package I can find now way of using them except by 
> modifying the source of the required module and using it as an include
file
> By experimentation I have found that there is an instruction 'link' ,
> but I do not know the required syntax.

To create linkable code in Devpac, select `Assemble' from the `Program'
menu.

Then set `Program Type' to `Linkable' and `Output to' to `Disk:'.

Put the filename of the object file you want to create in the box to the
right of the gadget marked `Disk:'.

Select `Assemble' and then link it with blink as usual.

I don't have the manual with me so I can't look up the options to do this
in the source.

LINK is a 68000 opcode, it has nothing to do with linking object files
together.

-- Via DLG Pro v0.985b
From: yurick@vaxr.llnl.gov
Newsgroups: comp.sys.amiga.programmer
Subject: What PD DISassemblers are out there?
Date: 13 Oct 92 00:33:39 GMT
Organization: LLNL_LIS

Hello,
  I'm looking for a good PD disassembler, that works under 2.04, and supports
the entire 680x0 family.  If you have an FTP site, a path (if you know it) 
would be helpful.

  Sorry if this is a FAQ!!

Thanks,
Joe
-- 
*****************************************************************************
*  Joe Yurick         California U.S.A.       E-Mail : yurick@vaxr.llnl.gov *
*** My thoughts & views are rarely my own, much less that of my employer! ***
*****************************************************************************
               I think, therefore I am...an Amiga owner!