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Messages - dev0

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1
Well I guess you're right. I think I'll write a few tools if I get some time and if I could decide the language I'll go for  ;)
In the moment I'll play around c++ / delphi / purebasic just to find out whats the one I'll use for this kind of programming but I guess on the end it will be c++

2
Purebasic / Re: Nfo Scroller
« on: May 20, 2013 »
Danke  ;D Thank you C3lt1c!
Chiptune is called: "Simpukka chilli" from Mystic Cloud / Chemical Reaction can be downloaded here: http://orgasmod.com/index.php?request=view_by_moduleid&query=146185

3
Purebasic / Re: Nfo Scroller
« on: May 19, 2013 »
Thank you Dr.Death!
Sounds familiar I've coded this on a quite lame laptop so my hope was it should work almost on any machine  ;D

4
Maybe FX Library for Purebasic will help ya and the links of it is here

http://www.purebasic.fr/english/viewtopic.php?f=16&t=34633

Ah I think you got me wrong. I know this Lib I guess it was Epyx its quite cool but doesn't work for me in PB 5.11 like a lot of other stuff e.g. most of the Libs may it be the sound libs dont work anymore and update seems not to be available the only stuff an in the moment I could play is Fasttracker...

What I was refering to was I don't remember that name on Amiga I had a Tool where I could draw e.g. a sinus line and while hitting save it gaves me the math calculation directly as a datatable of values. Those tools where also existing for visually designing coppers You had a raster could manipulate the color hit save and got the data for all  color values.

5
Purebasic / Re: Nfo Scroller
« on: May 17, 2013 »
That Excellent  :clap:

That nice to see Newcomer showing what Demo they have Made  :clap: :goodpost:

Thank you Hotshot!
Well nothing special at all compared to the stuff I've found here but at least my starting point  ;)

6
Purebasic / Re: Nfo Scroller
« on: May 16, 2013 »
Just a small update  ;)
Nfo contents now loads from file instead of hardcoding it into the executeable.

The scrolltext can now be scrolled via cursor up/down or page up/down only difference is that the for page keys I use a higher value for scroller as I used for the cursor keys.

The attachment contains an nfo folder. Anytime the exe is started it picks a random nfo file. I made this only for demo purposes to see some variations and for testing. Nfo's are downloaded from http://www.defacto2.net/file/list/-/thumb/-/releaseinformation/date/30/1

Missing yet:

1.Need kind of a check if the cursor keys are used the scroller stops thats fine so far but if you stop hitting your cursor keys the text should scroll automatically again until you hit your cursor keys again.  :D

2. Scrolldirection change if the scroller is near eof.

Perhaps I'll integrate and crc32 check later as C.O.R.E. did for their nfo's we'll see.

7
Purebasic / Re: Nfo Scroller
« on: May 16, 2013 »
Thank you Raizor!
Well I think I was wrong that it would be too hard for a beginner I guess its a really good small project to learn from.
It has all the stuff needed while learning  like string / file, event, sprite handling... Lets see if I can make it better  :D

8
Purebasic / Re: Nfo Scroller
« on: May 15, 2013 »
Yup it seems to work in some way but there are a lot of problems to solve...

First of all I've no idea how to display the nfo correctly, it looks horrible strange.
My idea was just setting terminal as font for the scroller like you can do in notepad to display it nice but sure enough that does not work at least it seems thats not enough. When I load the nfo it just shows crap...

My bad it works partly!
The problem is this I think:


Code: [Select]
If CreateSprite(1, 640, 1020)
  If StartDrawing(SpriteOutput(1))
    DrawingMode(1)
      DrawingFont(Font)  ;terminal
      FrontColor(RGB(255,255,255))
      DrawText(0, 12, "ÛÛÛ ßÛß ÛÛÛ  ÜÛÛ²²ÛÛÜ  ÜÛÛÛ²ÛÛÜ ÛÛÛÛ²ÛÛÜ ÞÛ²²ÛÛÛ²ÛÝ ÛÛÛ ßÛß ÛÛÛ")           
    StopDrawing()
  EndIf
EndIf

From the above code first problem is the dimension (height) of the Sprite I think because that depends of the length of text in the nfo file So I must set it dynamically?

Second problem should be drawtext? The nfo looks just crappy if I add more lines to it so i guess drawtext has problem with line breaks?

No clue in the moment how to load the nfo and iterate over it and then make the drawtext stuff work  ???



Any ideas?

Whooho  ;D
It seems I''m getting clother now...

Parts left:
1. Procedure to read the nfo instead of hardcoding with multiline support for Drawtext.
2. Automatic scrolling must be stopped when hitting cursor key so that indicates the user scrolls up / down himself.
3. Scroller direction from top to down when the last line of text is reached.
4. Sprite height must be dynamically calculated I guess...
5 Design adjustments

9
Purebasic / Re: Nfo Scroller
« on: May 15, 2013 »
I'll see thank you for all the suggestions...
Got another idea here maybe its possible to fade out / in the text not using additional png's (size matters  ;D)
While reading the manual it might be possible while using DisplaySprite3D to modify the transparency param from within in a loop? Need to try it out  :P

10
Purebasic / Re: Nfo Scroller
« on: May 15, 2013 »
Do you mean having the text fading towards being totally transparent at the top and bottom of the view area? If so, I'd be inclined to use an overlayed PNG image that is totally opaque at the top and bottom, the middle would be totally transparent and the transparency value would reduce as your neared the top/bottom. You could then just draw the PNG over the top of the view area. Not sure if this would work for you, but it's what I'd try first.

Correct! So I guess I was right here for the first problem if you suggest it too.
Just wonder how to handle the other stuff this seems kinda complicated for a beginner  :o

11
Purebasic / Nfo Scroller
« on: May 15, 2013 »
Well,
seems today is my question day  ;D
I'm trying to figure out how I could scroll the contents of an nfo file in PureBasic like this:

On the Bottom of the Window it fades in until its completely visible somewhere in the middle on top of he screen it fades out unil its invisible.... The scrolltext is not pure white a light grey gradient is on top though...

The scroller scrolls automatically until you use your cursor keys then you can scroll the text yourself (up or downwards) if you stop hitting those keys the scroller scrolls again after some delay...

Well and how let the nfo file stay intact while displaying it (you know kind of special font involved)
Basically something which you can find in the typical C.O.R.E. Intro (C.O.R.E. Intro Engine)

Not sure am I right here but my idea is the following:

I would need 2 sprites here? One containing the font the other the gradient bachground and in some why I must merge both together (blend them)? For the fade in / out stuff I'm not sure maybe I can use a Png for this stuff above the scroller?

12
Hi,
from several sources I could find here which includes e.g.  copperbars, vector scrollers, sinus scrollers ...
Does there exists Tools for PureBasic (I'll remember some tools on Amiga where you can simple draw a sinus line and the tool calculates the code for it, same for copperbars color stuff...)

regards

13
This is really nice I'll just wonder if there is more to come (effects like plasma, sinus scrollers, vectors...) or its finished?

regards

14
Purebasic / Re: Resouce Dialogs rc files
« on: May 14, 2013 »
Just had a quick look, but I guess this should help: >> Click <<

Scroll down to the post by Denis.


Pad :)

Ah very helpful indeed, got the association with the bitmap and the dialog working now...
The Problem which was driving me nuts was the PureBasic seems to use some strange syntax for the rc script... so I need a little to figure out what went wrong now its working fine...
regards

15
Purebasic / Resouce Dialogs rc files
« on: May 14, 2013 »
Hi,
well, this is not a question related to demos or intros its more general...
I started with PureBasic for a few days and now maybe someone can point me to the right direction using resource files.

The problem:
I've created an rc file containing a dialog with an image and a few buttons / checkbox. What I want to archive is to use that dialog while only using winapi. So no Gadget stuff involved right now. Showing that dialog wasn't a big deal so far but my problem now is: like I told before the dialog had an image when I store e.g. a bitmap for example inside the resource file, how can I display that bitmap in the dialog's image component?

Hopefully you understand what I mean its like when I use a resource editor, for whatever reason I can add the bitmap resource but I can't associate that to the image component on the dialog directly...

So I guess I have to do it from code itself?

regards

16
General chat / Hello
« on: May 12, 2013 »
Just wanted to say Hi to all of you!
I've started on the good old C64 somewhere around the 80's and then changed to Amiga later on...
I'm really happy to found this cool Board, also its awesome to see that some of you converting those old Intro's to the Pc World I remember most of them while being part of the Scene long time ago (Member of Abakus don't know if you remember them?) Basically by accident one of the main members was my neighbor same with a dude from Drive his mother was a teacher at my school :-P

Really missing the old scene, the great party's we had at Vision, Red Sector and a few others ...

Well now the time / scene changed I'm with a Pc now doing not much graphics anymore coding in Delphi (mostly writing my own tools and doing just a few renders just for fun...)

But yesterday I started to play around with PureBasic and when I've found some Intro sources it got me addicted in some way...

What makes me really curious is that you just need some lines of code to have a fully working Intro well and I cant believe that the executeabe size is soooo small comparing that to Delphi even nonvcl thats totally awesome...

Well I've given up to find some cool Intros or even effects in Delphi, I've no luck finding them, I guess that had to do with the fact that maybe most of it is written in C or in other languages and closed sources. The Delphi Scene seems not playing a big role (nehe, sulaco thats all) here well and then the filesize that makes no sense at all to start :-)

Well now I'm trying to figure out how the PureBasic stuff is working I've found the Epyxlib which seems to be exactly what I've needed but too bad not working with PureBasic 5.11 but hopefully I've some luck here maybe someone can help or explain some effects and how I could archive them...

Now I'm watching some sources and trying to figure out whats going on...

regards
null

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