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Messages - ttemper

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1
Projects / Re: SpiceBoys cracktro remake
« on: August 26, 2026 »
Thanks for testing it mate.
I used the MP3D opengl library and I had to modify it a bit as sometime it was scroller but no torus.
I'll take another look at it.  :cheers:

[Edit]
Version 2 here.  Changed a bit in the MP3D opengl library.
See how this one works for you.

no prob at all. :)

i can see the scroller now :) albeit it moves really slow across the screen. is this intentional?

2
Projects / Re: SpiceBoys cracktro remake
« on: August 25, 2026 »
nice... checked it out, i see a logo and a torus but no scroller. music is there too. screen res looks to be 800x550.

3
Purebasic / Re: Vectronix GTA cracktro code
« on: August 20, 2026 »
Big thanks KrazyK for the code to check out.

In my poking around, I noticed that you still use an old PB version 5.71 or such IIRC. ouch. and for many days I was pulling my hair as to why PB 6.2.0 wouldnt render things properly, until one day half asleep I peeped the idea that the older versions of PB use DirectX as the renderer, not OpenGL... so i put DirectX9 as the render and bingo, everything renders fine. \o/

On that note... I went down a rabbit hole, and by rabbit hole I mean it was more like an ant-farm.

I coded and recoded your Vectronix cractro using PB 6.2.0... removed a heap of code, added in new code and got it all working again. Your transparent blit proc only works on DX, so i fixed that by using a work-around method using 32bit images with dedicated alpha table (RGBA, not just RGB) and adjusting the draw commands to suit what was needed. Needless to say that the images now blit in reverse (cut out) to reveal the raster underneath keeping the background fully transparent, and with zero performance hit (unlike the previous method i used which was a cpu hammer).

What I changed...

  • updated constants.
    created enumeration.
    created new proc to convert a color to fully transparent and set the alpha channel to this (32bit image).
    removed (commented out) dx drawtransparentimage proc.
    updated the static text page proc(s) to use new drawing routines (works in dx9 and opengl with pb 6.*). display + wipes.
    updated the small scroller code to use any bitmap font chosen. swapped out the small bitmap font for 'chunky monkey' atari-st bitmap font (found it after a bit of a scavenger hunt... now i have about ~300 atari-st bitmap fonts to use).
    updated the big scroller code for the new drawing routines (works in dx9 and opengl with pb 6.*)
    swapped out the main logo/background image for a 'screenshot' from yt on the original capture of the cracktro (32px borders kept in).
    adjusted most of the blits to render to sprites, then draw those to screen... since when adjusting screen resolutions, it keeps the scaling proper (unlike drawing directly to screen).
    adjusted all draw sprites to smaller resolution to fit within the new background to give that 'border' effect like the atari-st has.
    numerous other tweaks and code changes (i have certainly learned more from poking around, updating/changing code... so thx).

Attached is my compiled version (PB 6.2.0) to check out.

4
After a lot of hard work and head scratching I've finally knocked OSME on the head and brought SNDH replay into the 21st century for Purebasic   ;D

ooooooooooooooooooooooooooooooooooooooooooh -takes a deep breath-

@ttemper - yes it has finally happened !

f--k yeh!

ive been messing with PB code again of late (lots of learning)... and the OSME dll (latest build you supplied) does not work for PB 6.4.0, but it does for 6.2.0 so ive been coding using that version still.

im gonna have to peep this and check it out... another rabbit hole to venture down. many thanks KrazyK.

5
Purebasic / Re: Vectronix GTA cracktro code
« on: August 07, 2026 »
very nice... will check it out when i get the chance. it's always nice to see how other coders do things.

6
Projects / Re: Vectronix GTA VI Cracktro remake
« on: July 20, 2026 »
KrazyK still at it... nice :)

Nice remake.

7
Purebasic / Re: OSME vis demo
« on: February 12, 2026 »
very nice... certainly a lot of visualizations to be had with all the channel data. looks good.

did you code that visualizer also?

8
Projects / Re: OSME library update
« on: February 10, 2026 »
I've dumped the 14 bytes of data from the YM registers in real-time so I can read frequencies, tone, pitch, mixer, envelope, volumes etc. Which makes visualisations a lot more interesting.

ahh right, pulling data for graphic visualizations.

I'll release a little demo of it in action soon.

nice.

9
Projects / Re: Supplex - B.CKid + Trainer
« on: February 04, 2026 »
nice.

worked here... albeit if i clicked outside the window the navigation was no longer active/accessible if i refocused the window (i had to restart the pe).

10
Projects / Re: Beyond Force - Flexible Logo
« on: February 04, 2026 »
nice... you have got your framework all done now i gather?

keep em coming :)

11
Projects / Re: OSME library update
« on: February 04, 2026 »
very nice... so the plan is to bring it into 2026 and hit the ground running?

i think i still use the old osme on some prods. what formats will be supported? all the same as usual, or more?

12
Purebasic / Re: Xmas Software for Kids
« on: December 14, 2025 »
groovy. :) im sure the kids enjoy it.

13
Projects / Re: Power House - Nightfall
« on: September 11, 2025 »
nice... i'll check it out when i get a chance. :)

[edit]

checked it out finally. very nice lil intro. i do like the toggle crt shader (F12), as well as the auto black padding in fullscreen mode.

14
Projects / Re: TLB 3D screen remake - In Progress.....
« on: September 08, 2025 »
Keep em coming KrazyK. :)

15
I've edited the original post with a new version as I found a tiny error that I wan't happy with. :-)

ah k. nice nice.

Also included the full Purebasic code for it too.

sweet, will check it out at some stage, although i havent touched purebasic in a while now (i still have uncomplete prods to finish though)... lack of time with too many other things to do, something has to give. props for the source code.

16
nice KrazyK... worked/ran fine here. the f1/f1 keys swapped fullscreen to window nicely too.

17
Possibly runtimes

I checked, I have all the proper runtimes, as i installed the AIO version.

Possibly that your gpu wont run it as it opens a screen 320x200 and some gpu's wont a,allow it

Ah, k. yeh, that's probably why then... able to do a 640x480 (pad the Y), or a 800x600 version?

320x200 is from 1985, aka the c64 days.

18
attempted to run it on Win11-24H2 fresh install, doesn't work here. not sure what im missing (runtimes?)

19
General chat / Re: Maptapper
« on: January 09, 2025 »
G'morning.

Mb I'm a little slow in 2025.. but I don't see how, what you've posted, leads to this isosphere-kinda-object.

Cheers

doesn't the second image vital posted have the iso-spherical sprite sheet at the bottom? it just needs to be cropped in to its own image.

[EDIT]...

seems not.

i thought i would download maptapper and the amiga intro in attempt to check out what you are ripping... holy cr-p what a mess that thing is, and i am confused asf on what to do with it. i loaded in the intro, then pressed some keys, it changed the graphics on screen, but it was just all garble the entire way... yeh good luck with it (as i have no clue).

[EDIT]...

welp, after a quick watch of a maptapper tut... i understand how to rip amiga textures/sprites now. and yeh i was doing it wrong from the get-go, so no wonder it wasnt working for me. heh. g/l with it all.

20
Projects / Re: Zuul 165
« on: January 02, 2025 »
as always, another great remake. :)

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