Basically if you patch a string by putting a zero in it, the Len() function will be wrong, and the concat functions will fail. You will need to use PeekS() for this.
Please, for really stupid people like me, can you explain in layman's terms what that actually means? :o
Kinda afraid to install ...
Search found 50 matches
- Tue Jan 27, 2026 8:56 pm
- Forum: Announcement
- Topic: PureBasic 6.40 alpha 2 is ready, surprise inside !
- Replies: 69
- Views: 4375
- Mon Nov 03, 2025 1:43 pm
- Forum: Coding Questions
- Topic: Getting name of a variable as a string$ during runtime?
- Replies: 11
- Views: 1484
Re: Getting name of a variable as a string$ during runtime?
Interesting, thank you! 
- Mon Nov 03, 2025 12:34 pm
- Forum: Coding Questions
- Topic: Getting name of a variable as a string$ during runtime?
- Replies: 11
- Views: 1484
Re: Getting name of a variable as a string$ during runtime?
Just curious: what would the "button ID translation routine" do, exactly?
I can call the procedure with a String (e.g. "#PB_Keyboard_Return") and then get in return the respective buttonID (#PB_Keyboard_Return), and another procedure with a vice versa functionality (pass a variable, and get the ...
I can call the procedure with a String (e.g. "#PB_Keyboard_Return") and then get in return the respective buttonID (#PB_Keyboard_Return), and another procedure with a vice versa functionality (pass a variable, and get the ...
- Mon Nov 03, 2025 12:11 pm
- Forum: Coding Questions
- Topic: Getting name of a variable as a string$ during runtime?
- Replies: 11
- Views: 1484
Re: Getting name of a variable as a string$ during runtime?
OK, thanks, thought so.
But interesting nonetheless, that C# can do that.
No biggie. Was just asking, because I'm currently coding the custom keyboardMapping routine in my game.
Gotta do this manually then with a "buttonID translation routine".
But interesting nonetheless, that C# can do that.
No biggie. Was just asking, because I'm currently coding the custom keyboardMapping routine in my game.
Gotta do this manually then with a "buttonID translation routine".
- Mon Nov 03, 2025 11:21 am
- Forum: Coding Questions
- Topic: Getting name of a variable as a string$ during runtime?
- Replies: 11
- Views: 1484
Getting name of a variable as a string$ during runtime?
I wonder if this is possible ...
I declared a variable:
Now I want to output the name of the variable as a string$, so when running the program, in the Debugger window it should print:
Thanks!
I declared a variable:
Code: Select all
Global fooCode: Select all
foo- Sat Nov 01, 2025 2:58 pm
- Forum: Bugs - Windows
- Topic: [Done] RotateSprite issue under DirectX9
- Replies: 7
- Views: 3487
Re: [Done] RotateSprite issue under DirectX9
Alrighty thanks.
That's reassuring, I'll be patient then.
Thanks @ Fred & Team. <3
That's reassuring, I'll be patient then.
Thanks @ Fred & Team. <3
- Sat Nov 01, 2025 2:28 pm
- Forum: Bugs - Windows
- Topic: [Done] RotateSprite issue under DirectX9
- Replies: 7
- Views: 3487
Re: [Done] RotateSprite issue under DirectX9
Uh, sorry, just installed the latest stable build 6.21, and the issue still persists (only under DirectX9)?
OpenGL and DirectX11 work fine.
The above snippet still applies for that matter.
Thanks!
OpenGL and DirectX11 work fine.
The above snippet still applies for that matter.
Thanks!
- Fri Sep 12, 2025 8:46 am
- Forum: Bugs - Windows
- Topic: [Done] RotateSprite issue under DirectX9
- Replies: 7
- Views: 3487
Re: [Done] RotateSprite issue under DirectX9
OMG, you're the Best, thank you thank you thank you! 
- Wed Sep 03, 2025 8:24 pm
- Forum: Announcement
- Topic: PureBasic 6.30 is out !
- Replies: 183
- Views: 44476
Re: PureBasic 6.30 beta 1 is ready !
Thanks, great to see new updates to my favorite language. <3
Please, please, please don't forget about the "RotateSprite"-Bug, though.
viewtopic.php?t=87215
Please, please, please don't forget about the "RotateSprite"-Bug, though.
viewtopic.php?t=87215
- Mon Aug 04, 2025 4:14 pm
- Forum: Bugs - Windows
- Topic: [Done] RotateSprite issue under DirectX9
- Replies: 7
- Views: 3487
Re: RotateSprite issue under DirectX9
Thanks for confirmation. Waiting for this to get fixed, as it is breaking some visual effects in my game. 
- Fri Aug 01, 2025 2:09 pm
- Forum: Bugs - Windows
- Topic: [Done] PB v6.21 DrawText Outside of Visible Range
- Replies: 3
- Views: 1665
Re: [Done] PB v6.21 DrawText Outside of Visible Range
Good to see you back at doing your thing. 
- Thu Jul 31, 2025 8:44 am
- Forum: Announcement
- Topic: Interview by Quin and Nsstudios
- Replies: 43
- Views: 22194
Re: Interview by Quin and Nsstudios
Great Interview, thanks!
Good to see PureBasic is still actively supported, patched and developed.
Good to see PureBasic is still actively supported, patched and developed.
- Fri Jul 25, 2025 10:40 pm
- Forum: Bugs - Windows
- Topic: [Done] RotateSprite issue under DirectX9
- Replies: 7
- Views: 3487
[Done] RotateSprite issue under DirectX9
Hey all,
noticed an issue with RotateSprite(), only apparent with subsystem DirectX9 (no issues under OpenGL or DirectX11).
When rotating a perfectly square sprite 90° or 180° or 270°, the new Sprite is cut off by 1 Pixel, and also shifted, so there's one line now 2px wide, while one side is missing ...
noticed an issue with RotateSprite(), only apparent with subsystem DirectX9 (no issues under OpenGL or DirectX11).
When rotating a perfectly square sprite 90° or 180° or 270°, the new Sprite is cut off by 1 Pixel, and also shifted, so there's one line now 2px wide, while one side is missing ...
- Sun Jun 08, 2025 9:11 am
- Forum: Announcement
- Topic: PureBasic 6.21 is out !
- Replies: 169
- Views: 60323
Re: PureBasic 6.21 beta 10 is out !
Just tested latest Beta with my 63k lines Game Project "The Ruins of Calaworm". Runs fine and fast as ever, in all 3 Substystems ( DirectX9, OpenGL and DirectX11 ), No CompilerIf exceptions needed. Especially stoked, that FullScreen TaskSwitch in OpenGL now works flawlessly!
Awesome work, Fred ...
Awesome work, Fred ...
- Sat May 31, 2025 1:05 pm
- Forum: Coding Questions
- Topic: OK on PB6.20 and ERROR on PB6.21b9
- Replies: 6
- Views: 769
Re: OK on PB6.20 and ERROR on PB6.21b9
FYI: TransparentSpriteColor() no longer defaults to full black - now it has to be defined always, after creating a new Sprite. 