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Full Version: Hahaha, guess what I found? :)
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Anyone remember my really old QB game called Killers? Well, I managed to find its old project files completely intact on one of my backup discs from years ago and thought for the hell of it, perhaps I'll see if it can be ported to FB. Can't be done directly of course, as some of it needs to be changed (it uses DirectQB and Future.Lib's XMS routines), but I thought it might be a fun little exercise to bring the sucka to FB, even if the original game was incomplete...so yeah, I'll see if I can put it out tomorrow so everyone can laugh at how pathetic of a game coder I was back in the day. Big Grin
Somehow I see a "My first BASIC game port" contest lurking behind this.

Should I dig out the 'ol C64 and CoCo3 complete with 15 year old disks and such?

StarGrov (C64, 1992) -> FB (2005) Yeah baby! Shoot dem space ships in text on your P4 (blech) or Athlon (yeah)!
Quote:Somehow I see a "My first BASIC game port" contest lurking behind this.


You probably shouldn't have said that, I already think it sounds good :lol:
I'm kind of porting Jill The Goddess to FB. Kind of porting 'cause I'm in fact rewriting it using the old GFX, SFX, music and map data.

The syntax compatibility is really a good thing. Shifting compilers is always slow and painful, but with FB it's like a children's game.
Problem with such a compo is that QFAK is my first game, so I'd be forced to pwn many of you with my 31337 5t4y1ng p0w3rz and ph3n0m3n4l c0d3 r3u53 sk1llz.

(seriously, I still have the tile*tile qfak demos, and even the latest qfak ports still have some ancient code in common with them!!
With enough editing, I finally got the game to at least compile and start up. It shows the two opening screens and then crashes because all I've done basically was comment out a lot of the routines that were QB-specific (like moving data to XMS, using GET and PUT, etc) and did some replacing here and there. I'll keep working at this and hopefully by tonight the game will be playable. I'm building this from the 0.12 sourcecode, which was the last version released...it used GSlib for graphics and Future.Lib for XMS, plus BWSB for sound. This new version will use the unreleased PTCXL 1.1 for graphics and Bass 2.0 for sound. I could have used the latest Killers sourcecode, but it was a mangled mess because I was in the process of rewriting it to work in 320x200x16bpp and it wasn't functioning...

EDIT @ 7:04PM AST: Character select screen works now. Big Grin Or at least the cursor works...can't yet actually select a character but that's next, of course. Big Grin Yeah this game sucks but it's still going to be rather interesting to see this relic of a QB game brought up to speed...hehehe

And this thing is chock full o' GOTOs. Ugh! Sad
Okay...uhh...hehe...well...the game runs...sorta...runs fine till the main play loop, then it slows to about 1fps and I have no idea why. My only guess would be the use of GOTOs lol. Big Grin Anyways, I'm tryin' to figure out why it's going so slooooooooow...I've disabled many features to see if anything in particular causes it and nothing seems to be the culprit so I have no idea what's wrong. Sad

EDIT: Woohoo found the problem...wow am I an idiot. Big Grin I had forgotten that I put a few Sleep commands in the main loop, but they were supposed to be inside an IF...THEN loop. Since they were uncommented but the loop itself was, I was calling two Sleep 300's every pass. No wonder it ran so bloody slow. Sad Fixed now of course... Big Grin
Can you post up the original BAS file for us to see? Wink I like "First Qbasic Games" Big Grin
Sure, it's messy as hell but hey what the hey Big Grin

http://www.nodtveidt.net/OLDVERS.BAS

The one I've reworked is similar, as I don't really feel like recoding the whole thing right now (it desperately needs a recode, hehehe). It won't run on its own though...this is only the source.