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Messages - aNdy

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Purebasic / Re: Bitmap Sin Scroller.
« on: September 01, 2018 »
Apologies for resurrecting this old thread...

I completely forgot to mention in other threads I started for my recent releases that knowledge gained from the posts above enabled me to write my own scrolling message routines, leading to eventually heavily rewriting and adding various effects.

My modified and enhanced code can be found in the downloads (sources included in the downloads) in the following threads; I hope someone finds them useful:

A  - --H U G E-- -  thanks to 'Shockwave' and 'va!n' for their posts and idea and humble apologies for not mentioning them in my scrolling messages. I bow down before your greatness! ;)


Continuing my learning in PureBasic, so converting to PC a Cosine game called 'Blok Copy' that has previously been released on C64, C64DTV, Atari 8bit, Commodore PET.

Main engine all functioning, just working out a way to animate the blocks which involves building sprites on the fly and then moving them.  Getting there...

Purebasic / Re: Beast Tribute
« on: June 29, 2018 »
Many thanks for the kind comments!  Very much appreciated and boosts the desire to progress and improve my PureBasic coding.

Coming soon (hopefully), a simple little puzzle game called 'Blok Copy' which is a conversion of the game that has been released across different formats by Cosine.

General chat / Re: The Welcoming Committee
« on: June 06, 2018 »

I've been browsing and posting in the PureBasic section of the forum for a while now, so thought I'd post here finally.  I mainly play around in 8bits, pixelling and composing for C64, but have also composed for the Plus4 and Atari 8bit.

You can see/hear some of my C64 stuff on my CSDb profile here:

I'm a member of the groups Cosine ( and Arkanix Labs (

For various reasons, I ended up coding in PureBasic a couple of years ago and have knocked up a couple of utilities for the C64 to help with graphics work, namely creating character sets using UltrafontPC ( and a mapping tool called CartographPC (internal only at present).

I recently fancied trying out some of the other functions of PureBasic, so have coded up a couple of simple demos.  Firstly was 'Old School Demo 1' ( and most recently, 'Beast Tribute - Old School Demo 2' (  Both the demos include heavily commented source for others to poke and prod.

There will shortly be a PureBasic game added to that as well that I'm not far off finishing, that is a PC conversion of a Cosine 8bit game called 'Blok Copy'.



Purebasic / Re: Introducing a first Look
« on: May 31, 2018 »
What Raccoon said.

Improving in functionality and features all the time.  Great job!

Purebasic / Beast Tribute
« on: May 22, 2018 »
I may be a few weeks later than others, but wanted to contribute to the other Psygnosis style demos that have appeared on this forum courtesy of KrazyK and ~AR-S~.  So finally, here is my effort, that I've called 'Beast Tribute'.

The demo can be downloaded from the Cosine website here:

Like my previous demo (Old School Demo 1), the source is included and is very heavily commented to explain what each bit is doing.  Unlike the last demo, I've not converted the graphics into data and included in the source.  This time the graphics are in their original formats so you can see how it all slots together.  Also, I wrote some new music - although it loads into the demo as an ogg file, the original 4 channel mod file is included so you can load that into whatever tracker and pull that apart too!

Thanks to KrazyK from this forum for pointers on animation control.  All other thanks, credits and information is contained in the demo scrolling message.

Please enjoy!


Purebasic / Re: Psygnosis Agony MinIntro
« on: May 14, 2018 »
I may have missed the boat a bit, but my Psygnosis tribute demo should be coming soonish!  New music written using the original samples from Shadow of the Beast, updated graphics almost complete... now just to piece it all together!

Purebasic / Re: Old School Style Demo
« on: April 30, 2018 »
great work. it's really good to see attention to detail just to give it that extra bling.
quick fade & logo effects for example.
Glad you appreciate that!  Thanks for the kind words!

Purebasic / Re: Cracktro Sources
« on: April 27, 2018 »
Thanks for source share (again!).

BTW, have sent you a couple of PM's.  Received?

Purebasic / Re: Psygnosis Agony MinIntro
« on: April 27, 2018 »
Thanks for share!

Purebasic / Re: Psygnosis Agony MinIntro
« on: April 27, 2018 »
Been a bit busy lately but have managed to put together a little demo along similar lines as ~Ar-S~.  I've gone for a minimalist approach to colour on this one but it did start off very differently.  :-X
Written as usual in PB, standard libraries except the music library.
Love those scrolling messages!  Sharing source?

Purebasic / Re: Introducing a first Look
« on: April 27, 2018 »
Great idea!  Thanks!

Purebasic / Re: Psygnosis Agony MinIntro
« on: April 16, 2018 »
I feel an small demo coming on... ;)
Had a similar idea... :D

Purebasic / Re: Cracktro Sources
« on: April 13, 2018 »
Good stuff. Keep 'em coming! :D

Purebasic / Re: ICS cracktro remakes
« on: April 11, 2018 »
Nicely done!  Looking forward to viewing the source, so I can do some more learning!

Purebasic / Re: Psygnosis Agony MinIntro
« on: April 10, 2018 »
Great looking! Thanks for source share also!

Purebasic / Re: ICS cracktro remakes
« on: April 10, 2018 »
Many thanks for sharing the source on the Fuzion remake!  Good job!

Purebasic / Re: Old School Style Demo
« on: April 10, 2018 »
I was browsing your group web page and to me it's a group to be proud of, lots of cool releases, congrats 8)

Also, welldone on your Purebasic adventures, keep it up :)
Thanks for the kind words!

Purebasic / Old School Style Demo
« on: April 08, 2018 »
Cosine, the group I'm part of, has just released a very simple old-school style demo that was coded using PureBasic.

It was coded to learn a few things about screen, sprite and sound handling in PureBasic.  Although I have coded a few applications in PureBasic, this was a bit of a departure and was done to get a few routines under my belt to be used in a couple of upcoming games, basically PC based conversions of some of our 8-bit games.

A thanks must go to various people on various forums who are always kind enough to share their source and which gave me inspiration on how to achieve various effects.

The demo looks a little like this...

The release zip file also includes the source which has been commented to the max in the hope that others just starting their PureBasic adventure may learn something.  Having said that, I'm no professional coder and my 'style' of code may poke more seasoned users in the eye... ;)

The demo called (rather unimaginatively) 'Old School Demo 1', can be downloaded from this page on the Cosine website:

Purebasic / Re: UltrafontPC
« on: July 01, 2017 »
UltrafontPC V1.0 was released a few weeks ago.

It can be downloaded from the Commodore Scene Database...

Changes since UltrafontPC V0.9b

- Application window no longer limited to 1975x1124 (experimental)
- Status bar shows hex number of char and which charset is being edited
- Two charsets that can be in memory at same time, are now displayed at bottom of the main editor window
- Import of previously save charset images in PNG/JPG/BMP format. UFPC will import any image, but will resize to 512x128 and reduce to 1bit depth
- Simple screen editor to allow typing test of custom charset/font, with various tools
- Screen editor can switch between U.S. and U.K. keymaps
- Slide up, down, left, right of entire charset without individual char wrap
- Preview of 1x2, 2x1, and 2x2 auto-created fonts in preview window
- Preview window of 1x2, 2x1, and 2x2 fonts can now remain open while editing and edits update instantly in preview window
- If scanline emulation is selected from main menu, this carries over to auto-create preview window
- Brightness of char edit/preview windows selectable (high, medium, low) and state saved to/loaded from ini.
- Flip char vertical / horizontal
- Status bar showing original ROM symbol and number of char being edited
- Dump charset as image to clipboard
- Both x86 and x64 versions available

- Image dumps now uses name of current file being edited instead of hard-coded filename to avoid image overwrites.

- Random crashes when exporting charset as PNG/JPG/BMP image
- Redo no longer crashes when at end of list
- changelog.txt file decodes and displays correctly in 'About' window change log panel

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