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losmalditosdemo.lha - game/adventure
Mar 26, 2024
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libfreetype.lha - development/library/graphics
Mar 25, 2024
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ign-addon-ods.lha - office/spreadsheet
Mar 25, 2024
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meminfo.lha - utility/hardware
Mar 25, 2024
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libsdl2_ttf.lha - development/library/graphics
Mar 24, 2024
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thf.lha - game/fps
Mar 24, 2024
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amigagpt.lha - network/chat
Mar 24, 2024
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liba52.lha - development/library/audio
Mar 23, 2024
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libsdl2_mixer.lha - development/library/audio
Mar 23, 2024
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amiupdate_fin.lha - utility/workbench
Mar 23, 2024
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Re: Amiblitz3 new version
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Posted on: 2009/5/10 23:38
#61
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Just popping in
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@broadblues
Last whole character or last pixel column? (as it is in italic fonts)
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Re: Amiblitz3 new version
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Posted on: 2009/5/10 22:40
#62
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Just popping in
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@broadblues
No, i just saw that this is the Stack set in Amiblitz3 Icon. That used to be 500,000 to be on the safe side. Someone must have lowered this. I will increase it in the next release. However, those 40K are enough on Classic, but might not be engough on OS4 or MOS.
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Re: Amiblitz3 new version
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Posted on: 2009/5/10 21:40
#63
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Just popping in
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@Snuffy So it seems it works correctly on EUAE, just slow, but I guess that holds for all software. The bouncing ball demos however can be tweaked to be much faster (using selective refresh), but the way it is implemented is to satisfy GFX cards running at their real speed. It runns fine on e.g. 68060 with Cybervision 64 3D. The demos are not suppoosed to run under lower specs. For lower specs => use BlitzBasic2 instructions. Quote: 4. Output Pass-0 compile window; Output Pass-1 window 5. GrimReaper: Amiblitz3 (Crashed)
hm... would need further investigation. Quote: 12. A small 'request' window was in the middle of PED output window: "This action is not allowed while executing a program. Should PED do a PANIC program kill?"
Doing a PANIC kill is not the right thing to do. Amiblitz3 asks you this if you try to edit something in PED while the program is still running. This is because the program could be stuck in a deadlock and you even can't save your work. But during regular usage, this should be no option, only if you are in PANIC! I corrected the other thing in sourcecode. (it's damn hard to keep all the 1000th of files up to date!) > It seems different source programs have different results. Well, that's what different source programs are supposed to do... Actually I see only one bug, the Grim Reaper on some progs. When asking for the libs, I wanted to see the libs in LIBS:, because they are preferred over the local ones . Copying them accross to LIBS: might help. It is correct that the simple demo give a reaper hit, while the 100Hz demo runns smoothly without any trouble? That would give us a hint what might be wrong, since the two progs are almost identical.
Edited by Wanderer on 2009/5/10 22:39:51
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Re: Amiblitz3 new version
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Posted on: 2009/5/6 21:54
#64
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Just popping in
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@Snuffy
What kind of file name errors?
It is supposed to run under OS4, only the Debugger is currently broken. If it makes problems, please report.
You say you can start the IDE, but once it is open and you click the mouse somewere it freezes? Sounds like a stormwizzard problem. Double check the libraries in Libs/ with the ones you have in Libs:
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Re: Amiblitz3 new version
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Posted on: 2009/5/6 11:02
#65
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Just popping in
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@Gebrochen RPG is progressing every now and then, here are some experiments with alpha blending of textures: HD-Rec is currently slowed down, since there are lots of other things to do. But I guess I should make a 24bit release, you are right. And then: it will be free and open source, as soon as i have converted all Amiblitz3 Inlcudes to .ab2 files (they are plain ASCII and work well wth SVN, unlike .bb2 files).
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Re: Amiblitz3 new version
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Posted on: 2009/5/5 17:51
#66
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Just popping in
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@wawa New Features: - added source code of Amiblitz3/PED/Debugger and available BlitzLibs/Residents and Tools - hosted on SVN at Sourceforge ( http://sourceforge.net/projects/amiblitz3) - auto layout of IDE windows - added .ab2 format support for included files - added CLI Mode (non-GUI), not finished yet Bugfixes/Improvements: - cleanup of directory structure of distribution - OS4 Debugger fix - huge speedup (~30x) of loading/saving .ab2 files - PED refresh optimizations - GUI beautifications, e.g. source-tabs, real italic/bold fonts - dynamic Blitz3 Assign supporting multiple instances of Amiblitz3 - made version string RKM compliant - more security checks for libraries - improved english texts and compiler messages - localization of most messages (no Wizard windows yet) - internal code beautifications, e.g. Common Data is defined in the same file, more plain text labels/constants etc. - fixed Workbench color-trash bug - ... and as usual, lots of minor bugfixes
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Re: Basic for os 4.x
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Posted on: 2009/3/10 15:50
#67
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Just popping in
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OS4 proof => ... they work on OS4.
See it is very simple:
You have a language and its syntax, and it is very easy. It consists only of a very few commands, like While, For..Next, If, = , goto etc.
This is almost the same for every mid and high level language, say C, Basic, AMOS, BlitzBasic, Hollywood.
Now here comes the differences:
In addition to those basic key functionality, the languages have specific commands and functions, and this defines the level ranking of the language.
C has "only" some low level functions like printf, fopen etc. (+ AmigaOS API) found in the clib, while AMOS and BlitzBasic have higher functions like LoadShapes or whatever. And Hollywood might have even higher functions.
And now, from where does the language know the functions? In AMOS or Blitzbasic, all these functions are coded in 68K and loaded as binary on startup.
In contrast to that, the functions from the Amiblitz3 "Includes" are loaded only on demand, because they are not binaries but sourcecode, and you dont want to compile them all.
So if you decide to use commands from the "image.include", you will type
INCLUDE "image.include"
before you go ahead with
image_Load{} image_Blit{}
etc.
What includes/functions are available can be browsed or read in the main Guide.
Is this compilcated?
Maybe we should add a detector that automatially includes the right files. But this should really not influence the choise of language.
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Re: Basic for os 4.x
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Posted on: 2009/3/10 14:30
#68
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Just popping in
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@Atheist
> I saw it included includes and that Ba(sic*2)ally sent me running for the hills. Then you will never make it to a good programmer...
The includes are your friends! You need to understand this. You can also program Ambilitz wihtout includes using blitzlibs. The only difference is that they are loaded on startup, the includes during compile time, but therefor much more modern and OS4-proof.
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Re: developers, what are you working on?
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Posted on: 2009/3/4 12:24
#69
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Just popping in
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Re: Screencasting
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Posted on: 2009/2/5 13:50
#70
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Just popping in
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@Swoop You need this one: http://aminet.net/package/util/libs/zlib-libraryI heared that there exists an OS4 version, but didnt find it. I also heared that the OS4 version is buggy. So I would go for the 68k version.
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Re: Screencasting
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Posted on: 2009/2/5 12:22
#71
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Just popping in
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@Swoop
Maybe there is a "ScreenCam" for PC, but my "ScreenCam" is for AmigaOS. I did not release the recorder yet, because I want to make final touches on the codec first, to avoid that there are incompatible videos out there.
On OS4, maybe it could take advantage of the composing engine, I dont know. The problem here is that reading from AGP is very slow. However, some people reported that it would be usable. On WinUAE, there is no problem to recording high res videos, since it has a RAM buffer.
I am planning an integrated converter from scv (ScreenCamVideo) to mpeg using ffmpeg. This would enable to put those videos to YouTube or record videos playing a game or somehting, where the current codec is not efficient.
I just need to know if you guys were able to play back the video without glitches, and if you are impressed by the quality/size of the videos, or you say "boooooring!"
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Re: Screencasting
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Posted on: 2009/2/4 11:03
#73
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Just popping in
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@Ami603 You can get a Player and a video in different resolutions here: http://amiblitz3.amiforce.de/index.php?action=6&parent=3At the time I recorded the video, soundrecording was somewhat broken, but still watchable. Notice the length of the video (7min) and the file size (5MB) at 1280x1024 with nearly no compression artefacts! or 7min/1.7MB @ 640x512 with slightly reduced color depth. I just saw that the big video has no sound, wile the other ones have.
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Re: Screencasting
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Posted on: 2009/2/3 18:05
#74
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Just popping in
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@salass00
Just found this thread.
"ScreenCam" can record a screen video, with highly-efficient codec for Program tutorials.
= creates large files if you record yourself playing Quake, creates incredably small files if you record yourself explaining "how to install GCC". However,, I am planning a MPEG function using FFMPEG as post-encoder for the first case.
I dont think this will be fast on OS4, since AGP can read only rediculous 2-4MB/sec, but works very fast on WinUAE.
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Re: Learning HollyWood (~Tutorial) Vol. 1
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Posted on: 2009/1/21 22:41
#75
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Just popping in
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@Atheist
AMOS can not cook coffee that way my Senseo Machine does. What a real let down! And why the heck does it call "Coffee" Inkey$ ? That is totally confusing to me. I have to learn it all again.
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/15 15:06
#76
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Just popping in
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@Atheist > Are you saying that there are no custom chip hits casuing gurus if I use AmiBlitz3 on AOS4? Of course not, unless you tell Amiblitz3 to do so (same like in C or Assembler). Ever had a look intro programs that were done in Amiblitz3? You can also program Amiga Shared Libraries or Devices, whatever. It's as free as C. Does this look like custom chip gfx to you (and yes, it is moving)? or this like a hw banging app? Did you notice that the commands to play back an mp3 start with "AHI" and not "Paula" or something? > Also, I was hoping for custom PPC code. I mean it's > 2009, code made for AOS4 should be native nowadays. While other platforms start to abstact from the CPU, like Java? If you want to write a PPC code generator for Amiblitz3, you are very welcome! But it makes such a small difference, that choosing a language other than C or PPC ASM will slow you more down than the JIT that compiles 68k=>PPC on the fly. At the moment you have the choices: 1. PPC Assembler (too much hazzle, not recommended) 2. C/C++ (obviously to compilcated for you) 2.5 => sorry, I forgot E 3. Amiblitz3 (*could* be easy enough for you, but 68K) 4. Hollywood (*could* be easy engouh for you, native, but not faster than Amiblitz and limited) 5. Maybe SDL Basic, dont know much about it. The PPC nativity is not important if you use the operating system. As I said already above, all CPU heavy stuff is done PPC native : MP3 decoding, loading and blitting pictures.
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/15 10:41
#77
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Just popping in
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@Atheist
What's the matter with Amiblitz3? Is it not doing what you want? I mean, if you are considering interpreted languages, then the executable code representation shouln't bother you. OS4 is designed to execute 68k code, and it does it much more efficient then executing e.g. Java code or an interpeted language.
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/14 15:43
#78
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Just popping in
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@Atheist > My target is PPC AOS4.0 G4 XE. > Does AmiBlitz 3 produce PPC code? No. But it produces 68K code that runs on this machine. Most of the time is spend in OS functions anway, so don't be afraid that it could be slow. Also, Amiblitz3 binary code is quite efficient, comparable to C. Plus, you will get MUCH faster to your goal to write a game than probbly in any other language. Maybe in Hollywood, but you might get stuck with it once you are more experienced. Amiblitz3 will grow with you. > But, I should learn to program computers, though. Yes. You leak basic knowledge about programming techiques as you clearly showing in your posts, anybody here will agree. Anyway, I will give you a start for Amiblitz3:
XINCLUDE "image.include.bb2" ; use the image functions
XINCLUDE "ahi.include.bb2" ; use the ahi functions
WBToScreen 0 ; we want to run on WB Screen
Window 0,0,0,320,200,$E,"MyGame",1,0 ; open a window
image_Load{0,"dh0:work/myImage.png"} ; load an image
image_Blit{0,50,50} ; blit the image to 50,50
ahi_OpenStream{"Dh0:work/myMusic.mp3"}
Repeat
ahi_DoStream{} : Delay_ 1
Until Event=#IDCMP_CLOSEWINDOW ; loop until close gadget
End ; free resources and exit
This tiny piece of code opens a window on workbench screen, loads an image and blits it into the window. It opens an mp3 and plays it until the user closes the window. And no fiddling around with the compiler, just doubleclick Amiblitz3 and copy this into the editor. Then hit compile&run in the menu. P.S.: Needless to say that you can load any picture file fromat that has a datatype installed, plus Icons, and it will work from 1-24bit screens. The music can be MOD, WAV, AIFF, MP2/3 plus some more. I will add MIDI soon. P.P.S.: All time critical things(loading image, blitting image and decoding mp3) are done in PPC native code.
Edited by Wanderer on 2009/1/14 16:00:06 Edited by Wanderer on 2009/1/14 16:06:49
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Re: Doesn't Seem to be Any Programing Languages for AOS4 for the Average Person
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Posted on: 2009/1/14 14:44
#79
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Just popping in
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@Atheist
You simply don't get it.
Changing a pixel in AmigaOS (say in C) is also only one command. (ok, two, if you want another color then the current). But the C-code above contains also the surounding to open a window etc. AMOS hides this from you. This is good if you are ok with the standard behaviour, it is not ok if you want to control it.
I think, before anyone can help you, define what you want to program and what is your target machine.
(I guess a game like "Legend of Fairgal" on OS4 ?)
If my assumption is correct, I would go for Amiblitz3. But dont think a game like this is really easy. You need to leran a lot till you rach the skill level to do something like this. And I dont mean setting the color of a pixel, a game is much more like this.
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Re: Need help loading Animbrushed using datatype system.
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Posted on: 2009/1/14 14:27
#80
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Just popping in
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@LiveForIt
Maybe you can also access it via Picture Datatype using the PDTA_WhichPicture TagItem. It is worh a try.
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