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Topics - jace_stknights

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General chat / Heyyyy wassup?
« on: June 29, 2018 »
Hi all! what's up here? I know I've got disappeared for about 5-6 years... was too busy with shits of life (wife was very ill, I got tons of works to do at home and at professional work, ... )

Have to take a look at all last compo prods!  :crutches:

I've put the Purebasic source code of my entry in the challenge topic:

Hope it will help!

General chat / Android tablet by Yarvik.
« on: May 27, 2012 »
Yup, have buyed one. But what a mess to use. Cheaper than an ipad, but not so smoother. Got those nasty lags, and sometimes wifi is gone. Someone is using this sort of stuff here?

Hi all, here is my poor entry for this challenge. It was an pain to produce: for about 10 days I tried differents things (Atari ST, opengl,...) to return back on Purebasic! But here it is...

Some infos about this entry: all is done by hand (3D compute, drawing, ...) like in the good old time: I really suck too much in opengl to make a nice version. So it could be slow on your computer... (on mine it is ;D). I would be happy to make it with TinyC5 & codef, but after some test, it was really too slow. But perhaps I will make a port just for the fun  ;) (Yes Raizor, I will make an OpenGl port too, sure!  :whack:)

Hope you will enjoy...

Purebasic / Purebasic... on OSX!
« on: March 19, 2012 »
Yep, got 3 macs at home...(Intels, PPC) even if I'm making remakes on Wintel, I always wanted to port them on my favorite OS.

After a couple of minutes (finally a real multiOS language!!!), I got a first intro working : A-Team OutRun!

but got some obscur problems:
  • after 10 seconds, the intro is running sloooooooooww (about 1 frame each second) and don't respond.
  • the program takes about 900Mb in memory!!! (on windows, it take less than 10Mb!)
  • There a lof differences betwen the OS: for example, to display sprites, you don't have to use StartDrawing(ScreenOutput() using it simply not display the sprite  ???)!

Someone also use PB on OSX here?

Hi all,

I've began some test in opengl this afternoon. For the moment I'm using Purebasic.

There's something I really don't understand. How can I match the pixels of screen with the space axis positions? I explain:

if I'm trying to put a 32*32 pixel gfx onto screen, and that I want it to be displayed truely in 32*32pixels, how can it be done?
This is usefull for retro remakes, as the logos, fonts should be displayed like in the original way.

In my example, I've made a simple scrolltext. After playing with the values of glTranslatef, I've found "good" value to display it but it is NOT the good one that make it like the original size.

here is the part of the code, the bitmap texture is 640*300 bmp includebinary, the fonts are 64*50 pixels

Code: [Select]
   cco = 0

  For cc = 0 To 11

    letter = (Asc(UCase(Mid(t.s, tptr+cc, 1)))-32)
    xf = ((letter % 10)*64)
    x.f = xf/640 ; find the x postion in matrix
    yf = (5-((letter - (letter%10))/10))*50
    y.f = yf/300 ; find the x position in matrix

    larg.f = 64*1/640  ; find the size of the font in matrix depth
    haut.f = 50*1/300

    glLoadIdentity_() ;Reset The Current Matrix
    glTranslatef_((cco+sco)-10.0,0,-20.0) ;Center On X, Y, Z Axis
    glBindTexture_(#GL_TEXTURE_2D,texture(0)) ;Select Our Texture
        glTexCoord2f_(x, y) : glVertex3f_(-1.0,-1.0, 0.0) ;Bottom Left Of The Texture and Quad
        glTexCoord2f_((x+larg), y) : glVertex3f_( 1.0,-1.0, 0.0) ;Bottom Right Of The Texture and Quad
        glTexCoord2f_((x+larg), (y+haut)) : glVertex3f_( 1.0, 1.0, 0.0) ;Top Right Of The Texture and Quad
        glTexCoord2f_(x, (y+haut)) : glVertex3f_(-1.0, 1.0, 0.0) ;Top Left Of The Texture and Quad
    cco = cco + 2 ; here is the problem : why it works with 2 ???   dunno...
  If sco<=-2.0
    sco = 0.0
    If tptr > (Len(t.s)-12)
      tptr = 1

Hello all,

here is my entry for TinyC5 challenge, my first one on DBF!!!  :cheers:

I'm very happy for several reasons:
  • It is the first time I'm using one of my professionnal language for fun  ;D
  • There's a long time I didn't product any new demo (not speaking about remakes)
  • I'm very happy to enter a DBF challenge at all!!!

Thanks to Benny for his TinyC5 lib... It was a REAL pleasure to use it.

Some infos about this production: there are two versions! The index_YM.html is using the YM player rout, so the demo is FULLY in javascript. But as it sometimes bugs and running ONLY on chrome (does someone use anything else to view this???), I made a version using a MP3/OGG file (thanx to Benny for the code, big ripping).
The music should sync in the two way, but I must admit I didn't test on IE9 ( :bfuck1:)

I would like to add more effects, but my wife has been more than patient  :whack: !!!

An online version is available at :

I hope you will enjoy this first try  :D

NB: Added the screenshot (hu hu hu  ;))

General chat / Xmas challenge???
« on: December 01, 2011 »
Yep time for a XMas challenge, no???  :whack:

Projects / CODEF & TinyC5!
« on: December 01, 2011 »
Hi all,

some of you spoke about it, I'm using it at the moment. What? CODEF! It is a HTML5/ Canvas Oldskool Demo Effects Framework!

Here are some examples :

I have made a try with the A-Team intro, and preparing some of my remakes with it.

For futher informations, please go to:

What is the project? Mixing this lib with TinyC5 :D Yep, lot of Atari ST intro include "rasters effects" like plasmas...

C / C++ /C# / R.I.P. Dennis Ritchie
« on: October 13, 2011 »
Dennis as passed away october 9th...  :'(


Code: [Select]
#include <stdio.h>

int main()
    printf("goodbye, dad\n");
    return 0;

Purebasic / Nehe tutorial examples problem!
« on: October 04, 2011 »
Hi all,

I've download the Nehe Opengl tutorial examples for PureBasic ( for testing first (I gonna learn soon) and got and error for the examples 7 up to 12 with the FreeMemory in this procedure (it is nearly the same in each example):
Code: [Select]
Procedure.l LoadGLTextures() ;Load Bitmaps And Convert To Textures

 Protected Status.l=#False ;Status Indicator
 Protected Dim *TextureImage.AUX_RGBImageRec(1) ;Create Storage Space For The Texture
 ;Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
 If *TextureImage(0)
  Status=#True ;Set The Status To TRUE
  glGenTextures_(3,@texture(0)) ;Create Three Textures
  ;Create Nearest Filtered Texture
  ;Create Linear Filtered Texture
  ;Create MipMapped Texture
 If *TextureImage(0) ;If Texture Exists
  If *TextureImage(0)\Data ;If Texture Image Exists
   FreeMemory(*TextureImage(0)\Data) ;Free The Texture Image Memory
   FreeMemory(*TextureImage(0)) ;Free The Image Structure
 ProcedureReturn Status ;Return The Status

The compiler gave the error:

The specified "MemoryId" is not valid for the two FreeMemory at the end.

If I comment the lines, everything runs fine. But as I'm a serious programmer ;D, if I create a memory struct, you should free it after  :whack:

Someone got an idea?

Projects / Fast line rout!
« on: September 29, 2011 »
Hi all,

I'm on the run for a new remake: an Empire Intro (take a look a the capture at end). If I can make all effects on the screen, I got a BIG problem for the line rout speed.

This intro is running on an simple Atari ST, with 512kb, 8Mhz 68000 processor and 16 colors on screen at 50FPS. I can't make it run 60FPS onto a Pentium IV for example (padman told me it the line rout alone runs at 7FPS)!!!

The line rout must:
  • Draw 2*2 pixels for zooming
  • Run in windowed or fulscreen mode
  • Run as quick as possible for "old" computer

Here is my code for the drawing (using Purebasic and my favorite POKEQ !):
Code: [Select]
Procedure LigneRetro(x1,y1,x2,y2,couleur)
  coul.q = couleur<<32 + couleur
  If Abs(x2-x1) > Abs(y2-y1)
    If x1>x2
      Swap x1,x2
      Swap y1,y2
    y.f = y1
    inc.f = ((y2-y1)/Abs(x2-x1))
    For j = x1 To x2
      PokeQ(*ecran + Int(y)*lgEcran*2 + j*8 , coul)                   ; 2 pixels up
      PokeQ(*ecran + Int(y)*lgEcran*2 + lgEcran + j*8 , coul)   ; 2 pixels down
      y = y + inc
    If Abs(x2-x1) = Abs(y2-y1)
      If x1>x2
        Swap x1,x2
        Swap y1,y2
      y.f = y1
      inc = ((y2-y1)*1)/(Abs(x2-x1)*1)
      For j = x1 To x2
        PokeQ(*ecran + Int(y)*lgEcran*2 + j*8 , coul)
        PokeQ(*ecran + Int(y)*lgEcran*2 + lgEcran + j*8 , coul)
        y = y + inc
       If y1>y2
        Swap x1,x2
        Swap y1,y2
       x.f = x1
       inc.f = ((x2-x1)/Abs(y2-y1))
       For j = y1 To y2
         PokeQ(*ecran + j*lgEcran*2 + Int(x)*8 , coul)
         PokeQ(*ecran + j*lgEcran*2 + lgEcran + Int(x)*8 , coul)
         x = x + inc

This is a simple conversion of my 68k line rout (the original is a -bit- faster and use jmp to opcode).

  • Does anybody have a fast line rout technique using hardware acceleration??? (I thought about a technique using a 2 pixels Sprite3D distored and zoomed to 2*LineSize, and rotated at the good angle for drawing but It won't get the 2*2 pixels aliasing)
  • Should I use assembly ::) (The compilers are good today, but who knows ???)
  • Is my code above good, as I'm pretty new in PureBasic...

Thanx to all...

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