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Post by matthew on May 25, 2012 18:25:59 GMT -5
Yeah James' git repository here is the one we're using. I was talking to Josh about an hour ago & he seems to have done a lot of work & got a version of 2.5.8 running with a few items missing such as the Plugin Interface, IDE & Joystick support. Does the current version still require Microsoft Visual C++ to be used to create Standalone Executables like the description in this post? Or did you find a way to create them using MinGW?
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Post by Darkjester on May 25, 2012 20:18:46 GMT -5
The attachment of my previous post contains the "working version" matthew mentioned earlier, my goals with the project is to update a few things, add a few language aspects, such as function pointers, some bug fixes. I want to create an easily compiled source release that could be used to make a cross platform version quickly, as well as a crossplatform ide that retains the ease of use of the original basic4gl, also tom you are correct about making some libraries external i believe this is the easiest way to make things portable as modules can be recompiled as well as simplify the main code. cheers! -josh
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Post by Tom Mulgrew on May 25, 2012 20:58:37 GMT -5
Sounds good.
So is the goal for standalone exe's: * just get the existing Windows-only code running? * Or to try to come up with a cross-platform way?
And does the git repository contain the latest version? Because I'd prefer to check it out from there (it just makes coordinating and tracking changes much easier).
As for the MS Visual C++ thing, that was a really ancient method. It was replaced with the Windows Resources method a few years back, which is not specific to MSVC, but still only works on Windows.
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Post by Darkjester on May 26, 2012 1:13:06 GMT -5
Sounds good. So is the goal for standalone exe's: * just get the existing Windows-only code running? * Or to try to come up with a cross-platform way? And does the git repository contain the latest version? Because I'd prefer to check it out from there (it just makes coordinating and tracking changes much easier). As for the MS Visual C++ thing, that was a really ancient method. It was replaced with the Windows Resources method a few years back, which is not specific to MSVC, but still only works on Windows. your correct tom, everything up to the point of creation will be crossplatform, but for each platform the last step will be implement on and individual basis. Im hoping to update the repository tomarrow after i fix the rest of the functions in the current build. -darkjester
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Post by matthew on May 26, 2012 2:45:08 GMT -5
Ah I wasn't aware that it had been replaced completed with the Windows Resources method. I've done some searching & found a question on Stack Overflow where someone was looking for a similar method on Linux. There's also some good information on Embedding a file in an Executable here on the Linux Journal so it looks like it's doable.
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Post by matthew on May 26, 2012 2:59:31 GMT -5
Oh yeah, the Git version is quite old. Josh has the newest version so he could either just update the repository or upload it to the forum.
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Post by angros47 on May 27, 2012 11:05:32 GMT -5
Here is a newer version of my port of the sprite library: maps are implemented, too. I added a new concept: animation sequences. A sprite can have many sequence, so you can use the same sprite to perform many actions (walk, jump, swim, climb and so on). A sequence can be defined with SprAddAnimation sprite, begin, end, start: the sequence can be actived by SprSetAnimation sprite, 1. The animation won't show anymore all frames of the sprite: it will cycle between begin and end (but the first cycle will start from start): let's say we have a sequence of frames: 1-10: walk 11-15: dive 15-25: swim with commands: SprAddAnimation sprite,1,10,1 we have a sequence that show a walking sprite SprAddAnimation sprite,15,25,10 we have a sprite that will dive, and then swim! To make the sprite walk, we will call: SprSetAnimation sprite,1 To make it jump in water: SprAddAnimation sprite,2 it will show the dive only once, and then will cycle the swim animation forever. Oh, yes: SprAddAnimation sprite,0 will disable any animation sequence. Also, sequences can be used in maps, too! When you define a map array, in fact, now you can use negative numbers, too: a positive number will define a tile (as usually), while a negative number will define a sequence... so animated tiles are possible, too! The "start" parameter allows to have tiles with the same animation, but different sync (imagine a tile map with water... with animated waves!) www8.zippyshare.com/v/6337214/file.html
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Post by James :) (aka Madcow) on May 27, 2012 11:52:58 GMT -5
Oh yeah, the Git version is quite old. Josh has the newest version so he could either just update the repository or upload it to the forum. If he could upload it to git then it would be easier to track and make changes  (easier to revert to an older version of a file if we run into issues)
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Post by Darkjester on May 28, 2012 12:19:21 GMT -5
good work angros 
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Post by Darkjester on Jun 2, 2012 14:44:09 GMT -5
Last bit if information i need so that i can finally upload the repository to the github, whats a good netlib to use that is crossplatform? or would anyone like to take up on that task themselves?
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Post by matthew on Jun 2, 2012 15:23:50 GMT -5
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Post by Darkjester on Jun 7, 2012 0:32:35 GMT -5
Yes it would matthew, ive been thinking about that :3 im having troubles uploading to the Git, any ideas i just cant seem to grasp how it works i suppose, progress thus far, managed to decode majority of code, have all the compiler vm code fully up-to-date FOR sure this time! working on removing some libraries to simplify the base, im gonna upload a zip tomarrow! anybody stoked! its been a long time coming.. 
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Post by matthew on Jun 7, 2012 7:32:05 GMT -5
Sounds like you've been busy. :-D
Don't worry about uploading to GitHub, just upload a ZIP folder.
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Post by Darkjester on Jun 10, 2012 22:37:09 GMT -5
So i know i said a few days ago i was gonna upload a zip on to here with my current work which would finally enable everyone to start debugging, until i experienced some file corruption so it looks like tomarrows or tuesdays gonna be the day since i have to reconstruct some files, after that new features will be easier to add and modify- darkjester
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Post by angros47 on Jun 12, 2012 17:08:50 GMT -5
Another version of the sprite library: www43.zippyshare.com/v/53629666/file.htmlNow with transparency (if the image has no alpha channel, you can use SetImageTransparentCol), page sprites (in freebasic, you can usually have many pages in a graphic mode: with this library, you can display your fb screen in opengl... and also use more than one screen, like in the Amiga), HQ4X zoom (with ZoomImage, you can zoom pixel art images with a very high quality and smooth result) and isometric maps (a variant of tilemap: it cannot be turned, but it allows overlapping tiles, and also have a height map; maybe I should also implement some special sprites to be used in isometric maps...)
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