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Amiga/MorphOS/AROS Programmers Forum / Re: Maximizing AMOS Professional
« Last post by saimo on April 16, 2026, 07:57:53 PM »
@DownshiftDX

Sorry, I noticed your post only now!

After putting an hour or so each night into my game/editor for the last two weeks I finally took the time to do some housekeeping and attempt to compile and try APEO out. A couple years back I made a script to call APCMP from the Workbench menu that copies all the Amos system files to RAM: and then pops up a requester to select the source. I got tired of browsing the directories each time a couple nights ago I moved it into DOpus4 to be called by a button on the currently selected file. I then did the same thing for APEO. Having the buttons to rapidly recompile after making changes in the Amos editor has been great as I have been able to identify some optimizations by moving chunks of code to more sensible spots. I also spent a couple evenings going through your guide trying to rework a few of my loops and carefully considering if/endifs and how they are structured.

I hit only one error during the first attempt to compile that I didn't expect. For some reason I had used Mouse Click as Mouse Click() which the interpreter for Amos didn't mind at all but this broke the compile. After that I was able to compile and then test APEO. APEO makes about 307 changes across the compiled code which starts out around 2500 lines long currently. Is it making a big difference? Not sure but I will take all the performance I can get and it hasn't caused any problems. The game is an adventure-platformer with levels constructed of "rooms" of various sizes up to 63 wide and related height for a maximum of 768 tiles per room. There can be 16 rooms per "level" but the levels can be linked together too. The level editor is being built into it. It is not currently heavy on calculations and I moved to fixed point math a while ago to speed things up. Your notes say that APEO might be more beneficial for programs doing a lot of calculations... For fun I've thought about running Scorched Tanks through it to see if it can make it perform a bit better on low spec'd Amiga's. (My brother's unexpanded A600 comes to mind.)

Anyhow, I appreciate your guide and APEO. Thought you might like to know somebody is putting them to use. (Now if somebody could take it upon themselves to hack basic syntax highlighting into the Amos Pro editor! Save my eyes from the uniform wall of text.)

First off, thanks for having tied APEO out and having let me know!
Unfortunately, it's impossible to calculate the impact of the optimizations from just their number. The only way to really see how much they help is to add some speed measurement code to the source and run tests.
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Sorry for double post, it should be blindly fast now, :).

Basically, fail2ban was not working correctly. I fixed that, then started digging deeper.
Turns out, ChatGPT was aggressively scraping site. Hitting site 800 times a second.
I have now added code to stop this. As a result of ChatGPT doing its thing, it caused log to grow to 163GB (which filled server).

I have now sorted all these issues.
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The slow server issue, should hopefully be solved with changes I have made to server.
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Amiga User Group News / Next FCUG meeting - Sunday, April 19, 2026
« Last post by RobertB on April 15, 2026, 09:55:38 PM »
Happy Income Tax Day, C= and Ami aficionados!
     The Fresno Commodore User Group has its next meeting from 11 a.m. to 2:30+ p.m., Sunday, April 19, at

  Panera Bread Restaurant
  3590 W. Shaw Ave. (corner of W. Shaw Ave. and Marty Ave.)
  Fresno, CA 93711
  (559) 271-0104
  http://www.dickestel.com/meet_loc.htm

The April 25-26 the Commodore Los Angeles Super Show is so close that you can smell it.  ;)  Any last minute idea for the show is greatly appreciated!  As it stands right now, the CLASS guest presentation list is full.  See

https://www.portcommodore.com/dokuwiki/doku.php?id=class:presentations_guests

For our FCUG meeting this time, we have a bit of everything.  For the VIC-20, we'll look at Vicstrip, and sent in from Eric Blase in San Diego, there is a mysterious tape game that he programmed.  The Ultimate 64 will have a variety of new games downloaded from itch.io. Previously a C64 game, H.E.R.O Is Back now is a C128 game, and we'll see how it plays.  We examine some C16/Plus4 joystick adapters from Ray Carlsen and try them out.  Finally, the A600GS has some of the latest Amiga game downloads from itch.io , too.

       Truly,
       Robert Bernardo
       Fresno Commodore User Group -
       http://www.dickestel.com/fcug.htm
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Someone know Brek Martin ?

He have the very rare IDE file for the CD32 Debug Board
 
==> https://www.youtube.com/watch?v=dQBDkRg3tFI&t=1s


Cannot find his email, but in the comments section under the videos, he read them !

Could you ask him to release the file in download for preservation ?

Or maybe some users here have it ?


Thank you !
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Amiga Marketplace / Re: Topic split from: Translucent Purple Cases - Last orders
« Last post by matt020 on April 15, 2026, 10:58:32 AM »

As the site admin. Please remove this wannabe Moderator.


The only wannabe moderator is you. And here you are telling others how to run the show. Unreal.
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General chat about Amiga topics / Re: DCE A5000 zip file
« Last post by BozzerBigD on April 14, 2026, 04:21:35 PM »
@CD32Freak

Amazing! I love the use of an OHP! Useful technology and no pretence!
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General chat about Amiga topics / Re: DCE A5000 zip file
« Last post by Jeff on April 14, 2026, 02:30:55 PM »
@CD32 That's impressive! Great find, is someone going to try and bring this back?
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Amiga Programming and Development / Re: MUI 3.8 - DisplayHook for Listviews.
« Last post by Docster on April 14, 2026, 09:54:51 AM »
Thanks. I've looked into this, and it seems like that project is kinda incompleted ? Missing structs that I can't find. Anyway; I've done some changes to my code. Not sure if the bug is gone yet. Last I checked it was gone. But, that remains unsure until there has been some more testing done. Thanks for your help so far.

Best regards,
Docster
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Amiga Hardware Issues and discussion / Re: New DRAM controller for A2091/A590!
« Last post by SpeedGeek on April 14, 2026, 12:04:19 AM »
** NEWS UPDATE **

There have been some recent updates for this old project. They are explained in greater detail on the EAB thread. ;D
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