Now for the bad question ... ...
DX9 Subsystem v0.5
Yes, as soon as I can compile it correctly with TailBite.IS there any way not to require a DLL file?
If that is not possible I can also make the Userlib manually.(but not at this stage)
The EXE wouldn't be that huge, it will be probably a bit bigger than with the normal Libraries.I understand it would make the EXE huge as hell
The DLL is only that huge, because I included all Image Plugins
- Psychophanta
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THCM
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Hi,
I tested a little bit further: I changed all sprite-load and catch commands to #PB_Sprite_Memory and now it runs at about 15 fps (original spritelib is about 30 times faster). I can move around the mouse, but no clicks will be recognized and I can't exit using the keyboard by pressing ESC.
I can't mix Ogre-Graphics with your Sprite-Lib. At the moment I use the skybox as background in my game.
Hope you can fix it!
I tested a little bit further: I changed all sprite-load and catch commands to #PB_Sprite_Memory and now it runs at about 15 fps (original spritelib is about 30 times faster). I can move around the mouse, but no clicks will be recognized and I can't exit using the keyboard by pressing ESC.
I can't mix Ogre-Graphics with your Sprite-Lib. At the moment I use the skybox as background in my game.
Hope you can fix it!
The Human Code Machine / Masters' Design Group
@THCM
Great!
Do you use one of these slow commands in the main loop ?
Instead I plan to add a few extension Libraries.In the case of 3D I will use D3DX.
Great!
Do you use one of these slow commands in the main loop ?
The others should be at least as fast as the dx7 commands.TransparentSpriteColor()
UseBuffer()
GrabSprite()
CopySprite()
CreateSprite()
I will have a look.I can move around the mouse, but no clicks will be recognized and I can't exit using the keyboard by pressing ESC.
Sorry, OGRE is not planed for now, I think I would need Freds help for this.I can't mix Ogre-Graphics with your Sprite-Lib. At the moment I use the skybox as background in my game.
Instead I plan to add a few extension Libraries.In the case of 3D I will use D3DX.
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THCM
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Yes, I use Usebuffer 2 times in the mainloop. I first draw all my sprites to a bigger playfield-sprite and this sprite will be displayed on the main-screen. Here my simplified mainloop:
Code: Select all
IngameLoop:
Repeat
Screen3DEvents()
ClearScreen(RGB(0,0,0))
StartDrawing(ScreenOutput())
DrawingMode(1)
If StarField
Gosub DoStarField
EndIf
StopDrawing()
Gosub DrawPanel
UseBuffer(#PlayFieldID)
Gosub CheckMouse
Gosub DrawLevel
OldViewPortX = ViewPortX
OldViewPortY = ViewPortY
Select CursorMode
Case 0
Gosub MoveCursor
Case 1
Gosub OrbSelected
Gosub AnimOrb
Case 2
Gosub MoveOrb
Gosub AnimOrb
Case 3
Gosub SpecialEffect
If EffectNumber <OrbDeath> #Levels-1
NewLevel = #Levels-1
EndIf
Gosub InitFadeOut
ElseIf KeyboardReleased(#PB_Key_Down)
If KeyboardPushed(#PB_Key_LeftShift) Or KeyboardPushed(#PB_Key_RightShift)
NewLevel = Level - 10
Else
NewLevel = Level - 1
EndIf
If NewLevel < 0
NewLevel = 0
EndIf
Gosub InitFadeOut
ElseIf KeyboardReleased (#PB_Key_Space)
Gosub InitFadeOut
EndIf
EndIf
If OrbsLeft = 0
NewLevel = Level + 1
If NewLevel = #Levels
NewLevel = 0
EndIf
Gosub InitFadeOut
OrbsLeft = 1
EndIf
UseBuffer(#PB_Default)
ClipSprite(#PlayFieldID, OldViewPortX, OldViewPortY, ViewPortSizeX, ViewPortSizeY)
DisplayTransparentSprite(#PlayFieldID, ScreenOffsetX, ScreenOffsetY)
Gosub DrawBorder
If KeyboardReleased(#PB_Key_S)
SaveScreen()
EndIf
Select CursorMode
Case 4
Gosub DisplayFadeIn
Case 5
Gosub DisplayFadeOut
EndSelect
Screen3DStats()
FlipBuffers(1)
Until KeyboardReleased(#PB_Key_Escape)
Return
The Human Code Machine / Masters' Design Group
When I extracted the file, only the Screen and Sprite libraries under userlibs have any data in them, Everything else is zero bytes. Also, the dll in the Compilers directory is bigger (and a day older) then the dll in the DX9Stest directory. Which is is safer to use?
Also, any chance to remove that annoying popup on use of the sub system? lol.
Another quick question .. ...
Can we create a 3d sprite w/o a 2d sprite as there is no longer directdraw?
Also, any chance to remove that annoying popup on use of the sub system? lol.
Another quick question .. ...
A new version is available.
I included the complete Joystick library.
@THCM
If the issue is still there, can you please write me a small example which shows this.
@Shannara
I included the complete Joystick library.
@THCM
Are you sure, here it seems to work. Can you test again ?I can move around the mouse, but no clicks will be recognized and I can't exit using the keyboard by pressing ESC.
If the issue is still there, can you please write me a small example which shows this.
Sorry, at the moment I don't know how to improve the performance of this.Yes, I use Usebuffer 2 times in the mainloop.
@Shannara
Yes, they are only there that the PB Compiler don't use the normal libs. All commands are in the Sprite-Lib.When I extracted the file, only the Screen and Sprite libraries under userlibs have any data in them, Everything else is zero bytes.
Yes, as soon as the Lib works more stable.Also, any chance to remove that annoying popup on use of the sub system? lol.
No, because it should work the same way as with DX7.Another quick question .. ... Can we create a 3d sprite w/o a 2d sprite as there is no longer directdraw?
Last edited by S.M. on Thu Jul 27, 2006 8:47 pm, edited 1 time in total.
