01-10-2004, 05:54 AM
01-10-2004, 06:25 AM
na_th_an wrote a tutorial on how to use double buffering in SCREEN 13: http://faq.qbasicnews.com/?blast=DoubleB...ngConcepts
It uses Plasma's sub SetVideoSeg (the code is in the tutorial). You won't need any libraries.
You will probably want to download a sprite editor, but you can create your own sprites in any drawing program.
It uses Plasma's sub SetVideoSeg (the code is in the tutorial). You won't need any libraries.
You will probably want to download a sprite editor, but you can create your own sprites in any drawing program.
01-10-2004, 12:01 PM
I suggest PP256 for your sprite editor, you should beable to find it on any big qb site.
i use this following routine to load a PP256 .put file
and call it like this....
LoadPUT "Image.put",ArrayToStoreImages()
make the array dynamic ($Dynamic), and just dimension it to 0 (Dim Array(0)) as the routine will resize it for you.
hope that's any help.
i use this following routine to load a PP256 .put file
Code:
Defint A-z
SUB LoadPUT (File$, Array())
F = FREEFILE
OPEN File$ FOR BINARY AS #F
MemSize = (LOF(1) - 7) / 2 - 1
CLOSE #1
REDIM Array(MemSize)
DEF SEG = VARSEG(Array(0))
BLOAD File$, VARPTR(Array(0))
END SUB
and call it like this....
LoadPUT "Image.put",ArrayToStoreImages()
make the array dynamic ($Dynamic), and just dimension it to 0 (Dim Array(0)) as the routine will resize it for you.
Code:
Defint A-z
'$Dynamic
Dim Images(0)
Screen 13
LoadPUT "Images.put",Images()
Put (0,0),Images()
System
hope that's any help.
02-05-2004, 03:59 AM
I don't know if it helped him , but you have no idea how much it helped me! thanks very much. will this work on screen 7 (i think it should, i don't see why not) so i can combine this with page flipping?
02-05-2004, 09:41 AM
Quote:ok so if i want to make a game that is above the DATA 0,0,1,0,1 level i need to use dubble buffering. any other tips? lib's are a must i hear.
what do you mean by above the data... level?
If you want to it for specifically screen 13 then use Rellib. If you want to use SVGA (upto 1600*1200*32Bpp) then use Future.Lib.
02-05-2004, 10:58 AM
how does futurelib work.
02-05-2004, 11:01 AM
Thats a very vague question. Its a SVGA library coded in ASM. Have a look at my tut.
[Edit]
A better host =P
[Edit]
A better host =P
02-05-2004, 11:14 AM
SETVIDEOSEG!!!!!
02-05-2004, 11:44 AM
Stop spamming. Post something useful. Whats he gonna understand by "SETVIDEOSEG".
02-05-2004, 12:00 PM
Quote:Stop spamming. Post something useful. Whats he gonna understand by "SETVIDEOSEG".Heh. ;*)