Post by dw817 on Apr 21, 2009 21:50:55 GMT -5
You're not going to like this.
You're REALLY not going to like this.
I just found a 32-bit version of GFABasic.
It looks like all variables have to be declared in it (GFA16 did not), but once I get over that muss, it looks completely compatible and with 32-bit file systems, shell, MCI$, the works.
Let me see how fast it can plot pixels.
B4GL was originally designed for 3D work, vectors, and if I'm going to make pixels my priority, it may not do me much good to stay.
It may be a good challenge for me to write a program in it to take your B4GL EXEs, stuff those two audio DLLs into them, compress them, and still make them a single EXE file, a tool, like the TTF2B4GL I wrote years ago.
update
* Compared to B4GL's glvertex2f(j,i) it's got a slight edge on speed with its ~setpixel(_dc(),x,y,c). Also looks like it has 12 variable types. I don't want to shy anyone away from B4GL, however, I've worked in GFA 16-bit for over 10 years now. It doesn't look like even this advanced version handles 3D graphic card commands. So it's a split. If I leave B4GL I lose dropjaw graphic effects in probably the only 3D language I'll ever understand and can program fairly well in, but gain flexibility in coding and familiarity with years of experience in GFA coding.
If I stay with B4GL, everything goes on, I continue to work towards S3, and will always be hindered by pixel speed, virtual blitter objects, and lack of coding depth which is definitely not seen in GFA.
It's - difficult. I really wish it was easier to blitter in B4GL.
You're REALLY not going to like this.
I just found a 32-bit version of GFABasic.
It looks like all variables have to be declared in it (GFA16 did not), but once I get over that muss, it looks completely compatible and with 32-bit file systems, shell, MCI$, the works.
Let me see how fast it can plot pixels.
B4GL was originally designed for 3D work, vectors, and if I'm going to make pixels my priority, it may not do me much good to stay.
It may be a good challenge for me to write a program in it to take your B4GL EXEs, stuff those two audio DLLs into them, compress them, and still make them a single EXE file, a tool, like the TTF2B4GL I wrote years ago.
update
* Compared to B4GL's glvertex2f(j,i) it's got a slight edge on speed with its ~setpixel(_dc(),x,y,c). Also looks like it has 12 variable types. I don't want to shy anyone away from B4GL, however, I've worked in GFA 16-bit for over 10 years now. It doesn't look like even this advanced version handles 3D graphic card commands. So it's a split. If I leave B4GL I lose dropjaw graphic effects in probably the only 3D language I'll ever understand and can program fairly well in, but gain flexibility in coding and familiarity with years of experience in GFA coding.
If I stay with B4GL, everything goes on, I continue to work towards S3, and will always be hindered by pixel speed, virtual blitter objects, and lack of coding depth which is definitely not seen in GFA.
It's - difficult. I really wish it was easier to blitter in B4GL.