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				Posted: Sat Jul 22, 2006 7:53 pm
				by Shannara
				I definately have an eye on this, great work, and awesome job!
Now for the bad question ... ... 

 IS there any way not to require a DLL file? Maybe even with the option of a pb lib or some such instead? I understand it would make the EXE huge as hell, but ..... *shrugs* ?
 
			 
			
					
				
				Posted: Sat Jul 22, 2006 8:03 pm
				by S.M.
				IS there any way not to require a DLL file?
Yes, as soon as I can compile it correctly with TailBite.
If that is not possible I can also make the Userlib manually.(but not at this stage)
I understand it would make the EXE huge as hell
The EXE wouldn't be that huge, it will be probably a bit bigger than with the normal Libraries.
The DLL is only that huge, because I included all Image Plugins 

 
			 
			
					
				
				Posted: Sat Jul 22, 2006 8:12 pm
				by Shannara
				oo, heheh, awesome! I'll definately throw this bad-boy in my next project.
			 
			
					
				
				Posted: Sun Jul 23, 2006 6:52 pm
				by S.M.
				Hi
Ok, now I wrote the complete Sound Library (with OGG support)
I hope now a few more people could test the subsystem. 
 
Can you get some of your projects working?
regards
Stefan
 
			 
			
					
				
				Posted: Sun Jul 23, 2006 7:24 pm
				by Psychophanta
				Thanks, because this is a very promising lib.  

 
			 
			
					
				
				Posted: Mon Jul 24, 2006 11:34 am
				by THCM
				Hi Stefan,
I tried the new lib with my game, but I get an Invalid Memory Access error on this line:
LeftButton = MouseButton(1)
Any Idea?
			 
			
					
				
				Posted: Mon Jul 24, 2006 12:59 pm
				by S.M.
				@THCM
Thanks! 

The bug should be fixed, can you test ? (just download agian)
hehe, post nb. 100 
			 
			
					
				
				Posted: Mon Jul 24, 2006 1:39 pm
				by THCM
				Hi Stefan,
compilation bug is gone, but my game runs like a diashow. Tried to play around with Setframerate and flipbuffers, but didn't change anything. Later on I'll take a closer look.
			 
			
					
				
				Posted: Mon Jul 24, 2006 1:49 pm
				by THCM
				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!
			 
			
					
				
				Posted: Mon Jul 24, 2006 2:11 pm
				by S.M.
				@THCM
Great! 
 
Do you use one of these  slow commands in the main loop ?
TransparentSpriteColor()
UseBuffer()
GrabSprite()
CopySprite()
CreateSprite()
The others should be at least as fast as the dx7 commands.
I can move around the mouse, but no clicks will be recognized and I can't exit using the keyboard by pressing ESC.
I will have a look.
I can't mix Ogre-Graphics with your Sprite-Lib. At the moment I use the skybox as background in my game.
Sorry, OGRE is not planed for now, I think I would need Freds help for this.
Instead I plan to add a few extension Libraries.In the case of 3D I will use D3DX.
 
			 
			
					
				
				Posted: Mon Jul 24, 2006 2:18 pm
				by THCM
				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
 
			 
			
					
				
				Posted: Mon Jul 24, 2006 11:48 pm
				by Shannara
				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?
 
			 
			
					
				
				Posted: Thu Jul 27, 2006 7:18 pm
				by S.M.
				A new version is available.
I included the complete Joystick library.
@THCM 
I can move around the mouse, but no clicks will be recognized and I can't exit using the keyboard by pressing ESC.
Are you sure, here it seems to work. Can you test again ?
If the issue is still there, can you please write me a small example which shows this.
Yes, I use Usebuffer 2 times in the mainloop.
Sorry, at the moment I don't know how to improve the performance of this.
@Shannara
When I extracted the file, only the Screen and Sprite libraries under userlibs have any data in them, Everything else is zero bytes.
Yes, they are only there that the PB Compiler don't use the normal libs. All commands are in the Sprite-Lib.
Also, any chance to remove that annoying popup on use of the sub system? lol.
Yes, as soon as the Lib works more stable.
Another quick question .. ...  Can we create a 3d sprite w/o a 2d sprite as there is no longer directdraw?
No, because it should work the same way as with DX7.
 
			 
			
					
				
				Posted: Thu Jul 27, 2006 8:24 pm
				by Shannara
				Thanks for the answers 

 
			 
			
					
				
				Posted: Fri Jul 28, 2006 7:24 pm
				by Shannara
				Hmm, then my other question is .... will this subsystem be free, or will it cost? Basically, I am hoping to use this in 3 different projects, but cannot use the sub system at this time due to popup.