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Messages - Rbz

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1
Hi,

You will need an old Freebasic version (0.17) to compile this one, fortunately I've one copy of it on my hd.
Of course, this code can be ported to the new/recent FB version but it's time consuming, a lot of things changed since 0.17 ver.

Anyway, if you like, you can download the 0.17 version from here:
www.rbraz.com/temp/FreeBASIC017.zip

And in the source there is some duplicated variables, just comment or remove those lines in the CooperMaster.bas, those lines are already defined in nzo_func.bas

Code: [Select]
Const XRES=640
CONST YRES=480
Const PI=3.141 
Const Sin_PI=PI/180
Const twopi=PI*2

2
C / C++ /C# / Re: stb libraries
« on: April 16, 2018 »
I also scratched my head on the first time I was using it, but in the end it is very simple.

Just all you need to do is to include this lines on your texture ".CPP"  file:
Code: [Select]
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

It includes those functions on your source code and no other file or library is necessary, besides of course it uses the standard C runtime, needed for open file, memory allocation and etc.


Ps. I've only tested the image loader, but the other libs should be also simple to use, just take a look on the header file for example usage.


3
C / C++ /C# / stb libraries
« on: April 15, 2018 »
For those looking for a simple image loader, take a look at "stb image library" by Sean Barrett
https://github.com/nothings/stb

It's simple to use:

Code: [Select]
#define STB_IMAGE_IMPLEMENTATION
#define STBI_ONLY_PNG     //You can request *only* certain decoders and suppress all other
#include "stb_image.h"

    int x,y,n;
    unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
    // ... process data if not NULL ...
    // ... x = width, y = height, n = # 8-bit components per pixel ...
    // ... replace '0' with '1'..'4' to force that many components per pixel
    // ... but 'n' will always be the number that it would have been if you said 0

    stbi_image_free(data)

// Standard parameters:
//    int *x                 -- outputs image width in pixels
//    int *y                 -- outputs image height in pixels
//    int *channels_in_file  -- outputs # of image components in image file
//    int desired_channels   -- if non-zero, # of image components requested in result

4
General chat / DBF Challenge theme
« on: April 13, 2018 »
Hello,

I'm willing to setup a new DBF challenge and need your help for theme suggestions.
This time will be only a challenge and not a "competition" which means -> no voting, so everyone entering will be receiving our precious "karma" points. :)


That said, one of my ideas for a challenge would be choose a theme based on Pixel Dailies theme for a specific day and have a month to develop around that theme.


Please post your ideas below.

5
Hi,

I found this FC player this last week and I though it would be useful for someone else.

I made a wrapper for Freebasic but I believe it should be easy to convert to Purebasic.

Not sure about how accurate it is, I'm oldschool music noob :(, so you guys can test it out and see if it will be useful.
On the author site there's is also an ahxplay replayer that could be converted if there is any interest, let me know.


Original author site:
https://16-bits.org



6
Purebasic / Re: Old School Style Demo
« on: April 09, 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 :)

7
General coding questions / Re: voxel waves
« on: April 06, 2018 »
Excellent explanation Hellfire!
Thanks  :cheers:

8
General chat / Re: Hello
« on: April 06, 2018 »
 :hi: @ikklepaul

9
Purebasic / Re: ICS cracktro remakes
« on: March 31, 2018 »
Uploaded those 2 to RR :)

 :cheers:

10
No problem, post them on here and I'll upload to RR.
 :cheers:

11
Nicely done as always!  ;) I have added it on RR as an attempt of CPR, but the patient is still pretty unconscious as it seems... This is the first remake that has been added in 2018! Eat this Amiga fanboys!  ;D

K++ for the source.
Hehe, precise description of RR situation!
I've gave the patient some vaccine against spam infection and it seems to be reacting well so far :).

Also I've updated all my remakes, they were suffering from "timer code bug" infection.

12
Works fine here  8)


We really need to setup a new intro challenge/compo on this forum! 🤔

13
Projects / Re: Had a bit of fun making this patcher
« on: March 19, 2018 »
Nice music you got there, nice work.

14
Purebasic / Re: Psygnosis Agony MinIntro
« on: March 19, 2018 »
It's a beautiful and hard game, I've never finished it :/

It was one of the best pixel art at that time and I'm pretty sure still impressive for today's standards.

15
General chat / Re: The Welcoming Committee
« on: March 19, 2018 »
 :hi: on board @ATR!

16
Projects / Re: Something small...
« on: March 08, 2018 »
Thanks!
Works pretty fine now, very oldschoolish intro for sure  :D

Looking forward to see more GL3 experiments :)

17
Projects / Re: Something small...
« on: March 07, 2018 »
Hello Knurz!

Any chance to attach a non packed version?

My AV refuses to open/run it :(

18
General chat / Re: The Welcoming Committee
« on: February 25, 2018 »
 :hi: @Raccoon @jeruka9 @ViLXDRYAD

19
I'm glad you made it, well done on your first intro!

 :goodpost:

20
Hi ViLXDRYAD,

You will need to include and link "ufmod.obj" and "winmm.lib" files for it to work.

I've never used code::blocks, but I think it should be easy for you to find the linker project page.

Usually you will find the file "ufmod.obj" on the same directory of "ufmod.h" which is:
"ufmod\WinMM\src\ufmod.obj"

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