QB64 Community
Development => Development => Topic started by: Galleon on September 27, 2012, 12:22:58 am
-
It's finally here! ;D
http://www.qb64.net/qb64v0960-win.zip (http://www.qb64.net/qb64v0960-win.zip)
***Updates to the 'YOU CANNOT' LIST***
YOU CANNOT:
-Use joystick
-Use RELATIVE mouse movement
-Use PLAY, SOUND or BEEP
-Use $CONSOLE (I think)
-Use _SCREENX, _SCREENY, or _SCREENMOVE
-Use _TITLE
-Use _ICON
-Use _FULLSCREEN
-Use _SNDRATE
-Use _SNDRAWLEN
-Use _DEVICES and associated functions (I think, mouse and keyboard might work)
GL_readme.txt:
QB64[GL] Version 0.960
======================
DO NOT:
-Replace your primary QB64 folder with this (QB64-GL is still under early development and some parts are incomplete or have bugs)
-Try to UPDATE this version of QB64
-I'm sure there must be other things that go here...
YOU CANNOT:
-Use joystick
-Use RELATIVE mouse movement
-Use PLAY, SOUND or BEEP
-Use $CONSOLE (I think)
YOU CAN NOW:
-Use _SNDPLAY/_SND...etc commands to play MP3, uncompressed WAV and _SNDRAW sounds
(Sounds can really be 3D positioned thanks to OpenAL, use _SNDBAL)
-Use TTF Fonts
-Use TCP/IP networking
NEW COMMANDS:
-_SNDOPENRAW function opens a new _SNDRAW channel, use _SNDCLOSE when finished
handle = _SNDOPENRAW
_SNDRAW leftsample, rightsample, handle
_SNDCLOSE handle 'won't actually close until sound has finished playing
UNDER THE HOOD FACTS:
-Check out the 'internal\c\parts' folder, all the 3rd party components ("parts") QB64
relies on can be found in here in an organised fashion
-"parts" need to be precompiled which makes the first "Run (F5)" take a while but things
are just as fast (if not faster) than older versions of QB64 thereafter
-Only "parts" which are needed are included. Watch how your executable file size changes
as you add a reference to _SNDRAW, and how it grows again if you load an MP3. I'm not
'proud' of the executable size, but it's much better than the old "include everything"
approach.
-For the fist time ever you can edit ALL of the internal source code of QB64, including
3rd party libraries, and test the results in seconds. It's a 1,2,3 process...
1) edit the .C source file of the thing you want to change
2) run 'internal\c\purge_compiled_content.bat' which forces QB64 to rebuild that content
(or, find the "part"'s .BAT file which rebuilds it and call the batch file directly)
3) run your .BAS program
-Where's the DLL files? Where's SDL? You can look but you won't find anything!
LINUX-- WHERE ART THOU?
I did have a version of QB64-GL that ran in Linux but that was before another code
restructure, the good news is that the code restructure will make it easier to provide
a Linux version in the next release. If you want to help, take a look at the "parts"
folder, particularly in the OS subfolders, you'll see that the Linux .SH files don't
exist yet... maybe you can help me write some of those? Some of the parts have a file
called 'config.h' which is OS specific and we need to write them for each OS we support
or make then OS-independent based on other QB64 defines.
DEV. COMMENT
Wow! Time for a nap. I'm delighted that all the major components of QB64 are back in place,
though some are obviously more polished than others. This means I can properly begin
the porting to Android, Linux & MacOSX and start exploring how OpenGL graphics should
best be incorporated. It's painful to say this but SDL-based QB64 is still much better
than GL-based QB64, but I think QB64-GL will being to overtake SDL-QB64 later this year.
-
2) run 'internal\c\purge_compiled_content.bat' which forces QB64 to rebuild that content
How about making that an option in the IDE (Options -> Purge cached content...)
I will take a closer look when it finishes downloading, but I think I should be able to help out with some of the Linux stuff.
-
Thanks. You won't have much chance of getting it to work completely, but assistance getting the '.sh' files to compile their respective "parts" would be a good start.
How about making that an option in the IDE (Options -> Purge cached content...)
Or you could just create a desktop shortcut. It's really only for QB64 developers not QB64 users.
I just found out the MP3 decoder handles layers 2 & 3 but not 1. I'm looking into this issue.
-
Also just noticed: QB64-GL has no title or icon when the program runs!
You need to toss a _TITLE = "QB64" in there somewhere, because mine just says untitled. It even shows up as an untitled icon on the taskbar, and doesn't have the nice colorful QB64 logo beside it.
-
_TITLE isn't supported yet. It's one of those things that's easy to add later. Thanks for reporting this though, it's important for me to know exactly what people are missing.
-
Taking a quick look, build.bat seems like it should be directly convertible to a shell script for Linux. Just get rid of the path for gcc and the parameters will work the same, barring any file changes that the Linux version might need. I also have the 'ar' program installed, I'm not sure what package it was from though.
For the purge_precompiled_parts.bat just use "rm" instead of "del" and then it should work as expected.
Hope that helps,
Matt
-
Also doesn't seem like _SCREENX, _SCREENY, or _SCREENMOVE are working either.
s& = _NEWIMAGE(1280, 720, 32)
SCREEN s&
FOR i = 1 TO 2
PRINT _SCREENX, _SCREENY
_DELAY 5
_SCREENMOVE _MIDDLE
NEXT
The above works in the SDL version, just not the GL version.
Like _TITLE, it wasn't listed in your "You can nots", so I thought I'd mention it. I don't know what might be a glitch, and what just isn't supported yet fully. :)
YOU CANNOT:
-Use joystick
-Use RELATIVE mouse movement
-Use PLAY, SOUND or BEEP
-Use $CONSOLE (I think)
-
They never did work in Linus. ASSUME that all OS specific stuff is NOT implemented yet.
-
The _FULLSCREEN is not yet working either.
-
-Use RELATIVE mouse movement
I think I just went blind.
Would anyone mind uploading a better compressed version to save the costs of my poor connection.
-
I'm going to try compile my venture game on it, hopefully it will work correctly. Not today though since it will take 3 hours to download this and I have to go to sleep, I'll tell you the results when I've compiled it.
I have a question; are there any speed increases when using graphics with this version? If not, when do you think it will support accelerated graphics?
Edit: I tried to compile it. Didn't work and I just realised that _SNDOPEN doesn't support .ogg yet, I could convert them to wav files instead but I don't have the time right now.
Edit again: I tried to compile the level editor (which doesn't use sounds) and _LOADIMAGE doesn't seem to support .bmp files yet.
-
-Use RELATIVE mouse movement
I think I just went blind.
Would anyone mind uploading a better compressed version to save the costs of my poor connection.
The original zip file has been unzipped and then compressed via 7zip. Never mind the current extension; It is what I must do or my host company has issues.
Download this file Omega, rename the "zip" to "7z", uncompress and then enjoy. The new archive is only 38 megabytes versus the original 96 megabytes. If you need it in smaller chunks yet, please send me an email so we can discuss the best way to achieve this goal. The original archive when uncompressed is over 375 megabytes in size. Please do be prepared for this when extracting.
http://www.ericrambo.com/Files/qb64GLVer03.zip (http://www.ericrambo.com/Files/qb64GLVer03.zip)
I should be able to leave it up for the next 2 weeks or longer. After that, space needs may require I delete it.
-
Ah thanks anyway but I got it sorted.
-
Hi all,
Thanks EricR i have been waiting fore someone to do this for a while!
OlDosLover.
-
Edit again: I tried to compile the level editor (which doesn't use sounds) and _LOADIMAGE doesn't seem to support .bmp files yet.
That's correct. Unfortunately I'm only one person and reimplementing everything using totally different open source libs and a totally different build structure takes time. Wait till QB64-GL is more mature, in a few months most stuff will be back. For the record we also don't support midi yet.
-
Hi all,
Thanks EricR i have been waiting fore someone to do this for a while!
OlDosLover.
You are welcome OlDosLover. I may do this again when Galleon releases the next version.
-
It's finally here! ;D
http://www.qb64.net/qb64v0960-win.zip (http://www.qb64.net/qb64v0960-win.zip)
***Updates to the 'YOU CANNOT' LIST***
YOU CANNOT:
-Use joystick
-Use RELATIVE mouse movement
-Use PLAY, SOUND or BEEP
-Use $CONSOLE (I think)
-Use _SCREENX, _SCREENY, or _SCREENMOVE
-Use _TITLE
-Use _ICON
-Use _FULLSCREEN
-Use _SNDRATE
-Use _SNDRAWLEN
-Use _DEVICES and associated functions (I think, mouse and keyboard might work)
GL_readme.txt:
QB64[GL] Version 0.960
======================
DO NOT:
-Replace your primary QB64 folder with this (QB64-GL is still under early development and some parts are incomplete or have bugs)
-Try to UPDATE this version of QB64
-I'm sure there must be other things that go here...
YOU CANNOT:
-Use joystick
-Use RELATIVE mouse movement
-Use PLAY, SOUND or BEEP
-Use $CONSOLE (I think)
YOU CAN NOW:
-Use _SNDPLAY/_SND...etc commands to play MP3, uncompressed WAV and _SNDRAW sounds
(Sounds can really be 3D positioned thanks to OpenAL, use _SNDBAL)
-Use TTF Fonts
-Use TCP/IP networking
NEW COMMANDS:
-_SNDOPENRAW function opens a new _SNDRAW channel, use _SNDCLOSE when finished
handle = _SNDOPENRAW
_SNDRAW leftsample, rightsample, handle
_SNDCLOSE handle 'won't actually close until sound has finished playing
UNDER THE HOOD FACTS:
-Check out the 'internal\c\parts' folder, all the 3rd party components ("parts") QB64
relies on can be found in here in an organised fashion
-"parts" need to be precompiled which makes the first "Run (F5)" take a while but things
are just as fast (if not faster) than older versions of QB64 thereafter
-Only "parts" which are needed are included. Watch how your executable file size changes
as you add a reference to _SNDRAW, and how it grows again if you load an MP3. I'm not
'proud' of the executable size, but it's much better than the old "include everything"
approach.
-For the fist time ever you can edit ALL of the internal source code of QB64, including
3rd party libraries, and test the results in seconds. It's a 1,2,3 process...
1) edit the .C source file of the thing you want to change
2) run 'internal\c\purge_compiled_content.bat' which forces QB64 to rebuild that content
(or, find the "part"'s .BAT file which rebuilds it and call the batch file directly)
3) run your .BAS program
-Where's the DLL files? Where's SDL? You can look but you won't find anything!
LINUX-- WHERE ART THOU?
I did have a version of QB64-GL that ran in Linux but that was before another code
restructure, the good news is that the code restructure will make it easier to provide
a Linux version in the next release. If you want to help, take a look at the "parts"
folder, particularly in the OS subfolders, you'll see that the Linux .SH files don't
exist yet... maybe you can help me write some of those? Some of the parts have a file
called 'config.h' which is OS specific and we need to write them for each OS we support
or make then OS-independent based on other QB64 defines.
DEV. COMMENT
Wow! Time for a nap. I'm delighted that all the major components of QB64 are back in place,
though some are obviously more polished than others. This means I can properly begin
the porting to Android, Linux & MacOSX and start exploring how OpenGL graphics should
best be incorporated. It's painful to say this but SDL-based QB64 is still much better
than GL-based QB64, but I think QB64-GL will being to overtake SDL-QB64 later this year.
_LOADIMAGE returns an illegal function call.
-
I think that depends on the format you are trying to load. I know that .bmp files doesn't work. Haven't tried loading other formats but I suspect that JPG might work.
-
_LOADIMAGE returns an illegal function call.
Try adding ',32)' to your _LOADIMAGE call. If you try and load an image in screen 0 it fails unless you use the '32' override.
_LOADIMAGE without the format parameter means "load this image so it can best be displayed by the current screen mode", but in SCREEN 0 that would be...ASCII ART!! Which is (of course) not supported.
-
where there are gl-demos for this QB64-GL version 3 [WINDOWS]?
where is the gl_kit.bas ?
is the gl_package still needed ?
Thank you.
greeting
Peter
-
I downloaded the GL program this morning to see how much I would have to modify my Media database program to get it to work. Even though I do use _SCREENX , _SCREENY and _SCREENMOVE in the program. It compiled and ran great even without REMarking those lines out. Great job as always Galleon. 8) 8)
Even though the executable grew to 3 times it's original size; from 991KB to 3.2MB it's nice not to have all the DLL files to include with it.
Again, GREAT JOB
Les
-
here you can finally a version of ogl-qb64 reins out with demos for opengl? ??? ??? ???
Gruss
peter