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Are you a active QB coder?
yes
20%
 20%  [ 5 ]
no
80%
 80%  [ 20 ]
Total Votes : 25

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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Mon Nov 15, 2004 3:24 pm    Post subject: [quote]

Quote:
one last thing: Freebasic is compatible with ALL libraries that are compatible with C!!!!!!


Is he using MingW32? I hope so.....since then all .dll's for Mingw32 should work with it. If not, then...meh, Gia might be harder to port than I originally thought.

Quote:
Oh, very last thing: Traditional libraries are not supported, because they are made for real mode dos and not windows. But to be able to use directx for qb makes up for it.


Like QBL? Well, that's a good thing, IMHO.
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DanKirby
Monkey-Butler


Joined: 16 Jun 2004
Posts: 54

PostPosted: Fri Nov 19, 2004 9:38 pm    Post subject: [quote]

The FB project fascinates me.
I might even revive ToL if it gets far enough. Depends on how many commands are supported, and what kinds of wrappers would be available. I used Rellib a lot in the ToL engine, with PUT-type graphics and LINEs for the menus.
Don't want to rewrite the engine too much, otherwise I'd have ported to C++ long ago.
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PhyrFox
Tenshi's Bitch (Peach says "Suck it!")


Joined: 19 Nov 2004
Posts: 64
Location: New York, USA

PostPosted: Tue Nov 30, 2004 12:55 pm    Post subject: QB [quote]

BASIC was my first language ever that I learned (before English, probably). When I was a wee lad, I had a TSR-80 Color Computer 2. It was BASIC or don't use the computer. So I used BASIC. Then I discovered QB with my new 386, when they were considered new, that is. I used to love writing QBasic programs then converting it into C or C++. Somehow, it helped simplify the eventual C++ coding phase. But I've since moved away from that and dealt primarily with just using a coding chart or a few diagrams then launching myself into the actual code without writing some intermediate form (like BASIC) for testing purposes. Although, I find it fun to write stuff in QB and then convert the code into machine code (assembler, actually) by hand (when I'm bored stiff), since that *does* provide a level of programming that I'm glad to have around.

~= PhyrFox =~
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Tue Nov 30, 2004 1:02 pm    Post subject: [quote]

Quote:
had a TSR-80 Color Computer 2


w00t! My first computer as well. Did you ever play a game called IceBirds on it? Or use the paint program? Or play math invaders?

My uncle used to work for Tandy....and he made those programs.
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PhyrFox
Tenshi's Bitch (Peach says "Suck it!")


Joined: 19 Nov 2004
Posts: 64
Location: New York, USA

PostPosted: Tue Nov 30, 2004 2:12 pm    Post subject: [quote]

Mandrake wrote:
Quote:
had a TSR-80 Color Computer 2


w00t! My first computer as well. Did you ever play a game called IceBirds on it? Or use the paint program? Or play math invaders?

My uncle used to work for Tandy....and he made those programs.


Actually, as it stands, I did play with the paint program, although I never had a chance to play the "advanced" games that came on a cartridge. My grandfather died before he had a chance to get any of those things, so I had to be satisfied with writing my own games and such. It was great fun, though.

~= PhyrFox =~
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Wed Dec 01, 2004 5:49 am    Post subject: [quote]

cool! Makes me wish i was born a few years back...

an update, lots of stuff demo's have been made so far, using tinyptc, dx, sdl, opengl, bass. I think fb also has threading.

Also, I have a small announcement.. NIBBLES HAS BEEN PORTED!!! All that was needed to be changed was 2 def seg commands! woot! except it runs much too fast now. :(

Lastly, V3cz0r is going to release the compiler soon. all he's waiting for is for sterling to complete a library called pureqb, which will support qb's graphic statements such as pset, put, line, circle, etc. etc. as v3cz0r doesn't wanna clutter up the compiler with commands that would just be faster if allegro was being used with it. Oh yeah, an ide is currently in the works by von godric, and Na_th_an is going to set up a community soon to port allegro.

::EDIT::

I just got a reply from V3cz04:
[quote]FB does not use Mingw32 as backend, but all libs are compatible - runtime lib itself is built using mingw.[/quote]

Also, Allegro is being ported, b/c FB doesn't support Macros.
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PhyrFox
Tenshi's Bitch (Peach says "Suck it!")


Joined: 19 Nov 2004
Posts: 64
Location: New York, USA

PostPosted: Thu Dec 02, 2004 7:51 am    Post subject: [quote]

Barok wrote:
Also, I have a small announcement.. NIBBLES HAS BEEN PORTED!!! All that was needed to be changed was 2 def seg commands! woot! except it runs much too fast now. :(


Silly person, of course it would run too fast. You need to make a "slowdown routine" and insert it somewhere inbetween each game loop. I don't have the source on me, but it would look something much like this:

Code:

SHARED INTEGER ClockCount
DEFINE SUB InitClock ()
DEFINE SUB Wait ( Milli AS INTEGER )

'... other code here

'... game's loop would be here, something like:

InitClock ()

GameLoop:
    GetInput ()
    GameLogic ()
    UpdateScreen ()
    Wait (20) ' Wait 20 Milliseconds (1/50 of a second; 50 fps)
GOTO GameLoop

SUB InitClock ()
    ClockCount = 0
    OldTime$ = TIME$
    WHILE OldTime$ = TIME$: WEND
    OldTime$ = TIME$
    WHILE OldTime$ = TIME$
    ClockCount = ClockCount + 1
    WEND
    ClockCount = ClockCount / 1000 ; Convert to milliseconds.
END SUB

SUB Wait (Milli AS INTEGER)
    TotalWait = Milli * ClockCount
    WHILE TotalWait <> 0
        TotalWait = TotalWait - 1
    WEND
END SUB


Then again, 20 MS (50fps) is probably still way too fast, but I'd use the "difficulty" level they have you set at the beginning be used as an inverse operation of the millisecond settings (like maybe 20*(10-DifficultyLevel) or some such).

~= PhyrFox =~
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Thu Dec 02, 2004 9:58 pm    Post subject: [quote]

okay, freebasic has been released. you can get it on qbasicnews.com.

Also, your routine would work, but it's inefficient. Here's a routine that'd work just as well if not better, and it's much smaller too.

Code:

Declare Sub runtimer (delay!)
t! = timer
do
loop until t! + delay < timer
End Sub


(main routine)

blah
blah
init stuff
init stuff
start loop
do calculations
key controls
display graphics
RUNTIMER .2
end loop


There you go, does the same thing with only a fraction of the code. Btw, this piece of code would speed it down slow enough...

Code:

Wait &H3DA,8
Wait &H3DA,8,8


In case your wondering, the first line waits for the beginning of the vertical retrace, then the second line waits for the end of the vertical retrace. This gives you a smooth 60 fps. :*)
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Thu Dec 02, 2004 11:00 pm    Post subject: [quote]

Not every vertical retrace is the same. Mine does 10fps.
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Fri Dec 03, 2004 2:16 am    Post subject: [quote]

eh...

<.<
>.>

to each his own. point is, freebasic's released. ;)
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Fri Dec 03, 2004 11:16 am    Post subject: [quote]

Barok wrote:
Code:
Wait &H3DA,8
Wait &H3DA,8,8

In case your wondering, the first line waits for the beginning of the vertical retrace, then the second line waits for the end of the vertical retrace. This gives you a smooth 60 fps. :*)

I am SO glad this cryptic stuff belongs to the past. Now if only people could stop digging it out from its grave...
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