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Messages - KrazyK

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1
Projects / Playing The (bit) Field Demo
« on: March 03, 2026 »
=== --- Playing The (bit) Field ---===

A long time in the making this one....

Keys:
F1:          Fullscreen windowed mode
F2:           Normal window
Space:       Toggle Autopilot
W,A,S,D       Forward, Left, Back, Right
UP/Down Arrow: Increase / Decrease Altitude
Left/Right Arrow:Change music
C:          Change shapes
Esc:            Quit

2
Projects / Re: OSME library update
« on: February 14, 2026 »
Yes, the goal is to have a dll and/or static lib with exports to call in PB (x64)  Same functions as OSME plus a register dump.

3
Projects / Re: OSME library update
« on: February 13, 2026 »
You'll need directx sdk and windows dev kits installed.
There's also sc68 on sourceforge to help develop a dll/static lib.
Way sbove my c knowledge though.
https://sourceforge.net/projects/sc68/

4
Purebasic / Re: OSME vis demo
« on: February 12, 2026 »
did you code that visualizer also?

I did a the majority of it except the wireframe stuff. Also snippets from other places adapted, joined, modified, hacked and converted to work. Took a long time to do.
Still have more ideas and have another version in the pipeline.


5
Purebasic / OSME vis demo
« on: February 11, 2026 »
Just a little demo using the new OSME library

Keys:
Up/Down cycle tunes
Left/Right: cycle track
1 to 0: cycle vis boxes (space returns)
Esc: quit
You can associate the exe with .sndh files to have them auto play through the player too.

6
Projects / Re: OSME library update
« on: February 11, 2026 »
Yeah, that's the one i've been messing with. Are you up for the challenge?

7
Projects / Re: Beyond Force - Flexible Logo
« on: February 09, 2026 »
Can't get it to work on my end. Just get a linker error, PB is a bit quirky when it comes to static libs i've noticed. I don't expect you to work it out though, i'll take a further look at it now I can see the code when I get a bit more time. Thanks mate.

8
Projects / Re: Beyond Force - Flexible Logo
« on: February 07, 2026 »
Very nice, love the CRT effect too. I have a question about the mod replay routine in your code. Could you build a statc library that us purebasic users could use? I can't find a mod replay library that I can read the volumes from and I have a few prods in progress that need it.

9
Projects / Re: OSME library update
« on: February 07, 2026 »
Something like that mate. 👍
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.

It's still x86 based as the back end 68k emulation code was written for 32bit architecture and my C++ skills aren't good enough to convert everything needed for a x64 re-write of it when it comes to memory allocation and pointers etc. I'm sure there are some very skilled C coders on here that  could do it though. 😀
I'll release a little demo of it in action soon.

10
Projects / OSME library update
« on: January 30, 2026 »
I've been working on the original source of the Oldskool music engine and have managed to get it to dump all 14 music registers, not the the 3 main channel volumes and read them real-time. Been meaning to do this for a long time.
Its's till a WIP but here's a few screenshots of it working.

11
Projects / TLB 3D screen remake - In Progress.....
« on: September 05, 2025 »
The classic 3D screen remake originally by Red Sector on the Amiga.
In progress.....might never be finished.  But I've started it now...

12
nice KrazyK... worked/ran fine here. the f1/f1 keys swapped fullscreen to window nicely too.

Cheers mate,
I've edited the original post with a new version as I found a tiny error that I wan't happy with. :-)
Also included the full Purebasic code for it too.

13
Perfect! as always KrazyK.

Just to let you know it runs flawlessly under Wine on Linux.
Hi again STos,
That's great. I wasn't sure it would run fast enough through Wine.
I'll tidy up and comment  the code and re-work the spritesheets so you can do Linux version mate.

14
I've admired this screen for a long time and have tried to convert it numerous times and failed every time. But having had some time away I got back to it and I think i've managed a decent Purebasic remake of it this time.
You can swap from windowed to maximized during the demo by pressing F1/F2 now.
Let me know if it runs ok.  I've watched it through 3 times and there doesn't appear to be any problems ....... :-)

[Edit]
Made slight adjustments to previous version and have now included the commented Purebasic code.

15
Purebasic / Re: Zuul 165 pb code
« on: December 29, 2024 »
Thanks mate. I'll take a look and update my libraries accordingly.
Having trouble sitting at my PC for any length of time right now as I've put my back out lifting a huge sack of turnips.
Turns out the sack was a LOT heavier than it looked.
And I've just upgraded to an Nvidia RTX4060 to play Stalker 2 and can't sit to play it.
 FFS !

16
Purebasic / Zuul 165 pb code
« on: December 26, 2024 »
Zuul 165 cracktro purebasic remake code.  This should work on all versions from 5.x upwards.  Just copy the osme library into you userlibraries folder. x86 and windows only though.
5.xx should change the subsystem to dx9 instraed of directx9 as the subsystem folder names were changed after 6.xx

17
Projects / Zuul 165
« on: December 24, 2024 »
Final remake of 2024. PB code to follow.
Merry Xmas and a happy new year to everyone still here @ DBF.

18
Projects / Re: Newline Big NL Screen
« on: December 05, 2024 »
It must be putting the main loop in a thread to have the window moveable I think. Not really done that before.
It did it once for me when testing then OK. Weird I know.
The window init is just the dpiaware code resized to 800x600 or using #PB_WINDOW_MAXIMIZE for fullscreen.
Do you think it might need a slight delay before calling the thread or using SetWindowCallback() instead?
I'm open to all suggestions to get this moveable window working 100% as it's a nice option to have.
Thanks for the feedback, appreciate it.  ;)

19
Projects / Newline Big NL Screen
« on: December 04, 2024 »
Trawling through my ST demos I came across this nice little screen by Newline from the Ecstasy Demo by Alliance from 1990.
A lot to work out as the central NL logo is a mask with the bendy scroller going between it and the small NL logos and the moving back tiles.  Must get it correct!
Also the bottom scroller goes through the middle of the barrel credits scroller.  Something I didn't notice until I had a proper look at it again several times.
Quite a bit going on and was nice to get the credits barrel scroller working eventually.  I may have to use that effect in my future intro selectors somhow.....

20
Projects / Re: SMFX intro
« on: December 02, 2024 »
I noticed that with your window (windowed screen), when you click and drag on the taskbar, the intro (timer) does not pause... what code are you using for this? as my code that ive been using pauses the screen for a split second on lmb click (and hold). normally the window timer pauses, which makes the entire repeat loop pause also (no screen updates). i'd like to hear how you achieved the no-screen-pause upon lmb click + drag. :)

Check out my shared drive for how to do the window thing ;-)

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