Ñ HINTS AND TIPS PART II ---------------------- Ð Before , in part I I talked about updating things at different intervals. Another way to get speed is to use AMAL. Amal speeds things up ten fold and I don't think Blitz 2 has a complex speedy Interupt laungage! With MouthMan there were very few objects on the screen which need moving. The same can be said for most games though. Even in R-Type clone you can use one channel for the scrolling, One for the ship and one for the bullet and then have the other channels doing Aliens. In Mouth Man the Maximum number of Aliens which will be on the screen is about 6. Two Animation channels are assigned to here, one to update him and one to move him. It may seem strange to do this but there is a reason for this. Channel 2 handles moving the mouth on screen. Channel 1 however does a looping animation of a mouth opening and closing. When the hero collects a mighty mouth bonus or morphs into another object to fight a boss it changes the animation. Instead of having to have the move routine boxed in to each new AMAL string all I need to do is change the AMAL which animates the mouth only. Using AMAL IS very important for speed. A first I found it very complicated and tended to shun it. But to get the speed needed AMAL is essential. Also ypu don't have to do as much work with AMAL as you do with AMOS basic commands. For Example in a simple game called TimeWars I was writing for DidsMag it occured to me that it was essential. Type in both these examples. ¦ ' EXAMPLE 1: UPDATING MANUALLY A BOB ' LOAD "WAC:DIDSTUT_BOBS.Abk",1 CLS 0 FLASH OFF GET SPRITE PALETTE ' X=0 Y=0 I=1 WAY=1 ' DOUBLE BUFFER ' DO IF WAY=1 INC X IF X=320 WAY=2 END IF END IF IF WAY=2 I=2 DEC X END IF IF FIRE(1) FOR I=1 TO 5 SHOOT:WAIT 5:SHOOT NEXT I WAIT 5 END IF BOB 1,X,Y,I WAIT VBL LOOP Ï' But to move a ship backwards and forawrds and still have the sounds right (by waiting 5 between each shot) doing it in AMAL is easier and better. Notice in the above example that the ship stops moving when ever fire is pressed. Now type in the Amal Example: ' AMAL EXAMPLE ' LOAD "DIDSTUT_BOBS.ABK",1:CLS 0:FLASH OFF:GET SPRITE PALETTE:DOUBLE BUFFER BOB 1,0,50,1:CHANNEL 1 TO BOB 1 AMAL 1,"ANIM 1,(1,1); MOVE 320,0,320 ;ANIM 1,(2,1); MOVE -320,0,320;" AMAL ON 1 DO IF FIRE(1) FOR I=1 TO 5 SHOOT:WAIT 5:SHOOT NEXT I WAIT 5 END IF WAIT VBL LOOP ' Again this text file may be a bit long for the WAC engine,its certainly to long for the DidsMag engine! But notice when you press fire it does not stop the ship dead for split second which is noticeable. If Paul Wants me to continue these hints for WAC next time I write for WAC it will be on Parallax scrolling! Richard Martin.