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Author Topic: Trying to make a CD32 games menu  (Read 4090 times)

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Offline motorollin

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Re: Trying to make a CD32 games menu
« on: October 04, 2007, 07:25:31 PM »
From the AGS web site:

Quote
Installation

Put the ArcadeGameSelector somewhere in the path, like in C:. Assign AGS: to a directory where you intend to keep your start scripts, or alternatively assign it to RAM:AGS and copy the scripts there. Oh yeah, start scripts -- all AGS does is search AGS: for a bunch of files ending with .start, and then displays them in a menu. When the user selects something it copies the relevant script to AGS:.run and quits. A small script like this should do the necessary magic:

  C:SetPatch >NIL:
  MakeDir RAM:AGS
  Assign AGS: RAM:AGS
  ; Substitute SYS:AGS to wherever you keep your AGS scripts
  Copy SYS:AGS/#? AGS: ALL QUIET

  Lab loop
  ArcadeGameSelector
  IF EXISTS AGS:.run
    Execute AGS:.run
    Delete AGS:.run
    Skip loop
  EndIf
Save the script to S:Startup-Sequence and you have a dedicated game machine.


So you have to create the .start files which contain the necessary commands to run your game.

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline motorollin

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Re: Trying to make a CD32 games menu
« Reply #1 on: October 04, 2007, 08:12:24 PM »
Quote
Ivanhoe wrote:
For example I for Benefactor I have a file that could be the executable called Benefactor.bin so I have typed:
CD cd0:CD32/Benefactor/Benefactor.bin.

Well, presumably you don't want to "cd" to benefactor.bin if benefactor.bin is the executable which launches the game, as CD is a command which changes to another directory. I have never used it, but from reading the docs you need to create a file called "benefactor.start" in the same location as the example .start files, and then put something like "cd0:cd32/benefactor/benefactor.bin" in the start file to make it launch the game.

Quote
Ivanhoe wrote:
AGS request also to edit a .txt and a.iff (graphics) for each game.

The .txt file seems to be the description which is shown in the AGS interface. So just create the txt file "benefactor.txt" and enter whatever description you want (if any). As for the .iff, you could get a screenshot of the game from http://hol.abime.net , open it in PPaint, crop it to the same size as the example .iffs provided with AGS, and then save as benefactor.iff.

Quote
Ivanhoe wrote:
Can I include also games on ISO format on the compilation?

It doesn't look like it from checking the web site. If the games are CD32 versions, then you might need to use A1200 versions or WHDLoad-installed CD32 versions so they will run from a folder rather than a CD.

Hope that is of some help. You might get a better answer from someone who has actually used it :lol:

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline motorollin

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Re: Trying to make a CD32 games menu
« Reply #2 on: October 04, 2007, 08:37:25 PM »
Well, try what I suggested and then post again and we'll take it from there :-)

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10