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Messages - ViLXDRYAD

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1
yea, those includelib; reading further i realized they were stored in the obj file to tell link.exe to link those libraries automatically :D

it's way more practical than putting all the .lib in the linker command as i was used to (aside the command line is supposed to have a limit of 128 characters too)

and thanks too, Siekmanski! :)

2
 hii! i've looked for a way to manually set the libraries that link.exe includes, by default, when i link using:

Code: [Select]
C:\masm32\bin\link.exe /verbose /nologo /subsystem:windows /opt:noref main.obj
it says:

Code: [Select]
Start Pass1

Processed /DEFAULTLIB:C:\masm32\lib\user32.lib
Processed /DEFAULTLIB:C:\masm32\lib\kernel32.lib
Processed /DEFAULTLIB:C:\masm32\lib\gdi32.lib
Processed /DEFAULTLIB:C:\masm32\lib\opengl32.lib
Processed /DEFAULTLIB:C:\masm32\lib\glu32.lib

so i tried setting the /DEFAULTLIB's parameter myself to override them

Code: [Select]
C:\masm32\bin\link.exe /verbose /nologo /subsystem:windows /defaultlib:C:\masm32\lib\user32.lib /opt:noref main.obj
(i was intending to just link the user32.lib library to intentionally produce an error to see if it worked)

and regardless, it keeps adding the rest of default libraries:

Code: [Select]
Processed /DEFAULTLIB:C:\masm32\lib\user32.lib

Start Pass1
Processed /DEFAULTLIB:C:\masm32\lib\kernel32.lib
Processed /DEFAULTLIB:C:\masm32\lib\gdi32.lib
Processed /DEFAULTLIB:C:\masm32\lib\opengl32.lib
Processed /DEFAULTLIB:C:\masm32\lib\glu32.lib

is there a way to set them manually?

for example, i recall the same happened linking in mingw's gcc.exe when i coded in c, but using mingw's collect2.exe as a linker enabled me to link them manually, so i though it was possible too in masm

thaanks beforehand! :D

EDIT: turns out they weren't magically added BUT they all were called by using includelib in the asm source!

i'll let this post here if it ever helps someone lol

3
ASM / Re: Best assembler for win32 < 4k intros
« on: Today at 04:05 AM »
hii, Knurz! :D i've been trying masm32 and so far i am happy with the output size + it still can runs on windows 95!

tried to pack it using UPX and it got an average of 50%+ of compression! it is great for 4k too :D

thanks a lot, Knruz!, you rocks! x3

4
ASM / Best assembler for win32 < 4k intros
« on: June 17, 2018 »
hellooo! :D may i ask which assembler is better suited for < 4k intros for a 32 bits windows? = 3

thaanks beforehand! x3

5
Projects / Re: Something small...
« on: March 15, 2018 »
wow! this is a really cool intro! :D i love the text effect and star! x3 big props, man! = D

also thaanks a lot for the source too! = 3

6
@Knurz I'm so glad you liked it! +O+ also i'm amazed you are still willing to help even after it is released; thanks you so much, man! also wOW i never though about managing one long charset image with UV Mapping! that's so damn clever! =' D

also yea, they are very costly :c in fact that was made me have to shorten the greets ;-; rip BUT once i sort that out i'll ensure myself everyone that helped me on DBF are in this time x3

also absolutely! :D i'll have arrays or one recursive function that do the work of all the objects next time lmao, thaanks you so much for your useful hints and help! you rocks!~ =' D

@Rbz i'm very happy of your approval; thaanks, man!~ +O+

7
hii! :D i finally got to release our first intro with a couple of friends, this release was possible by many of you, DBF community and tuts4you forums; so it is dedicated to you as well! = D

unfortunately, and the reason i delayed a bit on posting it is that since it was my first time coding in C/C++ and had literally 25 days to relearn until the deadline, my code is mindblowingly unoptimized; i never seen such a mess before BUT it works at least  ;D

i told so many people they'll be in this one greets and my friends also wanted to greet a lot of people BUT we just had to limit it to just people in the BotB community where a compo this intro was aimed on is due to CPU extreme loads by each character on the scroller ;D a couple more of them and the intro'd lag hard ;-; so i'll promise next release you'll appear in! including Knurz, Rbz and combatking0 for all your support!, you rocks! =' D and my bad for now = 3

here's the youtube render:
https://www.youtube.com/watch?v=8CXKsNuUV2A

the release on pouet:
http://www.pouet.net/prod.php?which=74631

and the source mess attached as well = p it comes with a Code::Blocks IDE project, since i made it there = 3

there was a lot more planned for this intro, including real time 3d rendering and moving camera BUT we went short on time and had to fallback on what we had by the time = p

i hope you enjoy it!~ x3

8
Hiii, Knurz! :D you are a wizard! +O+

everything works amazingly now, i never though i could get to this point; and it, as well as this intro would never be without all your kindness and help! =' D
https://i.imgur.com/ajA3hHG.png

now i got to implement it on the almost done intro, also a greetings is the least you deserve for being such a hero :)
all the K++! \o/

btw thanks about the glBindTexture hint! x3 and about the glPush and Pop Matrix it was a leftover since i though about using glTranslate on two quads! x3

also i'll link the intro + source code here once it's done!~ :D and once more; thanks a lot for everything, Knurz! =' D

9
OMG this works like a charm! :D you are amazing! +O+ thanks you so much! =' D K++ aren't enough, you deserve an spot on the intro greetings! x3

now it shows a nice snowflake on the screen! x3
https://i.imgur.com/Etbc5XE.png

made some modifications on the code BUT after some messing around trying to use a second snowflake texture, i couldn't find my way to use other texture than the first, this is the code:
https://pastebin.com/raw/GSc8fZvu

how can i set another texture id? =' 3 it is the only thing left to beat to actually have everything that is left on the intro! x3 and my bad for asking too much :c i effort on make my "homework" before asking anything, and really have a hard time figuring out this, i'll appreciate any idea!~ x3

10
hiii, Knurz! first of all i am mindblowed about the amount of detail you put on your help, massive K++ for that! :D

i started to test PicoLodePNG right after you posted it, unfortunately i couldn't compile any of the examples there in Code::Blocks with the GNU GCC Compiler either .cpp files with the g++ option nor .c files with the gcc option, so i couldn't make it run

i also seek for other examples around the web and couldn't figure them out; my intro has .c extension so i can't #include <iostream> since that's exclusive for the g++ compiler; and using it makes it throw thousands of warnings LOL so i must use a .c file for it aka compile it with the gcc option

i understood how everything else worked! :D i am just stuck in loading a image with PicoLodePNG in my main.c from the hdd and set it to "myTexture" for instance x3

any help is very appreciated! thanks a lot, beforehand!~ =' D

11
Hii! i am almost about to release my first old-school intro with some friends! the only thing left is to know how to bind textures to a quad

i am working with opengl 1.1 as much as i can, for this intro to work on old windows/old integrated graphic chips, so i want to avoid libraries and do it as vanilla as posible also to learn from it! = p

i created a new opengl template in Code::Blocks to work in a cleaner environment, the code is as follow:
https://pastebin.com/raw/XpS0hRpj

which output this nice square on the screen:
https://i.imgur.com/e2FIrUI.png

BUT instead i want to use this nice snowflake:
https://i.imgur.com/HZsjYvW.png

and since afaik i can't use png files without a library, here is the 24 bits bmp version with #FF00FF ( glColor3f(1.0f, 0.0f, 1.0f); ) background instead:
https://i.imgur.com/T5vKjCH.png

i attached the project folder here, i use the Code::Blocks; and has it's project file in

i have read the opengl 1.1 red book and the 1.1 super bible respetive sections, even got through over 500 threads here https://i.imgur.com/34kbxio.png and can't find my solution

can someone help me with what to do to bind the snowflake texture to the quad, and it to show transparent?

thanks you so much before hand! the release of this oldschool intro is stuck by this, i apreciate any help! x3

12
Yoo, Rbz! :D thanks for your reply; i already found the solution and it turned out harder than i expected

had to use the WinMM.Lib that come in the Windows SDK for Windows 7 and .NET Framework 3.5 SP1 instead of the one bundled in the ufmod-1.25.2a-win32.7z for it to work! :D that ufmod version comes along this zip too = p

also used the ufmod.h from \Example\C\WinMM\src folder and the ufmod.lib frfom the \Example\Masm32\WinMM folder! :D just copied them to the project folder, linked them and it works like a charm! =' D so i uploaded a working project example of uFMODLib on Code::Blocks for everyone else that is struggling with this! +O+

IMPORTANT

I linked both WinnMM.Lib and ufmod.h to the project using my own full paths! you must delete them in the Project tab > Build options... > Linker Libraries and add them both once more from there BUT using you own paths to the library this time for it to work!

thanks for your help too, and if you ever are into C++ programming, i'd totally recommend you Code::Blocks IDE! x3 it is the best one i have used so far, any doubt anyone have about this example please reply here and i'll try to answer asap :) hope this helps! x3

13
Hii, there's been a lots of obstacles on my first intro making BUT most of them have been resolved either by trying hard or looking for threads on forums

BUT this time i can't find the answer anywhere, so i ask your help to solve this puzzle

on my main.c project (Code::Blocks always create it with .c when using the OpenGL Project template BUT i still use C++ on it) i have included this ufmod.h header:

https://pastebin.com/raw/UMuqxB6h (Note that it specifies Compiler: Visual C, Dev-C++ BUT i want to use Code::Blocks :c)

and have this function to play music
Code: [Select]
    /* music function */
      void play_xm(){
      uFMOD_PlaySong((char*)1, 0, XM_RESOURCE);
    }

and of course, call it inside of the main() function with play_xm();

also i have included a main.rc resource file to the project with not much besides the xm song data i want to play is the one that comes in the jmp2pat.rc of the uFMOD examples, also i kept the example's comments on it for now

https://pastebin.com/raw/fQDRwAVP

and when i run it, it pops the following error at building

Code: [Select]
||=== Build: Release in test (compiler: GNU GCC Compiler) ===|
obj\Release\main.o:main.c|| undefined reference to `uFMOD_PlaySong@12|
||error: ld returned 1 exit status|
||=== Build failed: 2 error(s), 0 warning(s) (0 minute(s), 6 second(s)) ===|

though, if i comment the play_xm(); function on main() it compiles with no errors nor warnings

can someone help me please? thanks a lot in advance! :D

14
General chat / Re: Hello there!!
« on: January 03, 2018 »
woohoo! an amiga fellow has arrived! :D i also love amiga demos! x3 and happen to follow the old school amiga demo intro for my own works :) the Spectrum and C64 ones are also great inspirations too! :D

welcome to the family! \o/ also, looking forward to see you blasting in a demo!~ x3

15
General chat / Re: Hii!
« on: December 31, 2017 »
that sounds really cool! x3 encryption and obfuscation can be pretty fun! :D also thanks a lot! x3 i'll ensure to post it here whenever i found myself stuck! :) thanks you a lot for the warm welcoming! = D

16
C / C++ /C# / Re: [C++/C#] OpenGL 1.1 example
« on: December 31, 2017 »
i have stumbled on all those before BUT now i can see posts attachments!!! i'll go all my way back to check all the attachments missed on posts with tutorials i wanted to check :D

i detailed more as for why i might could not see attachment, here: http://www.dbfinteractive.com/forum/index.php?topic=3470.msg84059#msg84059 seems i had to be logged in to see them BUT by default, i was automatically logged out after a while everytime without noticing = p

also thanks a lot for sorting them here, Rbz!~ i was the most interested in that one when i found it! :) gonna follow all the 4 tutorials asap, thaanks!~ x3

17
ooo, now i can see attached files!!!11 1 11! it might be that before, i were automatically logout after some time without noticing :) had to login a couple of times a day LOL so a while ago i found a way to keep logged in for way longer! x3 now i can finally look out for so many tutorials i am hyped for! this is delightful! =' D btw thaanks a lot, Rbz! x3 gonna dig em' codes asap!~ :D

18
C / C++ /C# / [C++/C#] OpenGL 1.1 example
« on: December 31, 2017 »
Hii! :D i am into making my first intro, i hopefully be able to pull it in less than 20 days to submit it on a compo :) BUT if not, i'll still keep with this for fun

thing is that i want to use only this old opengl to support all graphic cards and even really old OS, mostly to just have everything in one exe and no extra dlls on folder aka some glxx.dll to run it

i have seek on all threads on this forum section to see find something helpful BUT mostly i find ones where they said they attached an example BUT i can't see any attachment on posts for some reason :C i posted screencaps of what i see here: http://www.dbfinteractive.com/forum/index.php?topic=3470.msg84052#msg84052

so i am stuck in two things:
i want to do a Sine Scroller what would be an intro without it? = p using the old opengl on any C++/C# BUT can't find any example that teach me how

the other thing is that alright, i can pop a geometric figure on screen BUT i can't find an example on how to sequence animations (how do i trigger that my opengl rendered say, triangle; moves to the right after 5 seconds and when that animation ends, it triggers another triangle spawning in the place the other one was before?)

have done those kind of animations on javascript before, so i am familiarized with that approach

i am using Code::Blocks, and it allows me to create a ready to use template for OpenGL instantly! :D this is what it start with:
https://pastebin.com/raw/4N1VZfSn

i have messed around a bit with it so i feel comfortable with what i see there = p

on another note, i seeked for an old OpenGL documentation in the official site and they only hands the one for OpenGL 4.5 :C my idea is to stick with OpenGL 1.1 as much as possible for compatbility and no extra dlls on folder/installs = p so i found and have stick to these documentations for OpenGL 1.1, i have had a good read so far :)

http://www.openglsuperbible.com/previous-editions/
http://www.glprogramming.com/red/
http://physics.ujep.cz/~mmaly/vyuka/ruzne/grafika/OpenGL/OpenGL%20Super%20Bible.pdf
http://opengl.czweb.org/

any kind of help is really appreciated! =' D

19
General chat / Re: Hii!
« on: December 30, 2017 »
i'm glad you have come back, combatking0! x3 this is indeed a very cool community for what i've seen so far :) and thanks a lot for the kewlcoming, combatking0 and Rbz!~ :D

20
hii, Rbz; thanks for the response! apparently i can't see any attached file in any post there are other posts that claim to have attached files BUT i also can't see them

this is how i see the first post
Code: [Select]
https://i.imgur.com/27m2wTx.png
and this is how i see the link on the post
Code: [Select]
https://i.imgur.com/MR5Nnb1.png
is there anything i should do to see attached files? :c thanks!

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