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Projects / .YM music player. For Atari ST and CPC
« Last post by KrazyK on October 06, 2026 »
A busy time has been had developing this music player.
Written entirely in Purebasic.  No external .dll's, .lib's or other libraries.
Unlike .SNDH that needs 68000 emulation code to play music the .YM format is already a register dump from that machine that just needs decoding and wave rendering to play.
At the moment it plays all .YM files that I can find on modland.com for Atari ST/e and all CPC .YM files from genesis8bit.fr.
Screenshots attached.
It's almost finished but work always gets in the way.   ::)  So when I'm about done I'll post the code here for people to adapt and use in their prods.
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Projects / Re: Little iphone demo
« Last post by Rbz on October 01, 2026 »
Very mesmerizing visual effect, for the sound effect, it depends on what you're trying to achieve, for now it sounds very mysterious and very well synch'ed with the effect, welldone!
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Projects / Little iphone demo
« Last post by Kirl on September 30, 2026 »
Hey all, I was playing around with drawing the screen back onto itself which create these cool feedback fx (like filming a tv that is showing the camera feed). I’m trying to find some fitting sound fx and I’d like to know what you think, suggestions for sound are very welcome. It’s written in codea on iphone with lua.

https://www.youtube.com/shorts/MY0cRiyd9x4
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Projects / Re: DBF Header 2026
« Last post by Rbz on September 26, 2026 »
This is the right attitude to keep learning and having fun coding, also thanks for the greet!  8)
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Yabasic / Colour Mixer
« Last post by bikemadness on September 25, 2026 »
I've made dozens of versions of this.
They were always hurried and messy.
Time for some clean coding.

Controls for this are the D-pad (up/down colour select)
                                             (L/R colour intensity)
                                   P-up   (random)
                                   P-down (speed select)

Code: [Select]
restore legend
read num
dim letter$(num)
for a=1 to num
read letter$(a)
next a

dim hue(num)
for a=1 to num
hue(a)=128
next a

key=16
dim go1(key)
dim go(key)
dim g(key)

col=2
off=0

open window 640,512
repeat
setdrawbuf vm
vm=1-vm
setdispbuf vm
clear window
c=peek("port1")

for a=1 to key
if and(c,2^(a-1))<>0 go1(a)=1
if and(c,2^(a-1))=0 go1(a)=0
next a

for a=1 to key
if and(c,2^(a-1))<>0 go(a)=1
if go(a)=1 g(a)=g(a)+1
if g(a)>2 g(a)=2
if g(a)=2 go(a)=0
if and(c,2^(a-1))=0 g(a)=0
next a

if go(5)=1 col=col-1
if go(7)=1 col=col+1
if col<1 col=1
if col>3 col=3

if go(4)=1 off=off+1
if off>1 off=0

for a=1 to num
if off=0 if col=a if go1(8)=1 hue(a)=hue(a)-1
if off=0 if col=a if go1(6)=1 hue(a)=hue(a)+1
next a

for a=1 to num
if off=1 if col=a if go(8)=1 hue(a)=hue(a)-1
if off=1 if col=a if go(6)=1 hue(a)=hue(a)+1
next a

for a=1 to num
if hue(a)<0 hue(a)=0
if hue(a)>256 hue(a)=256
next a

for a=1 to num
if go(1)=1 hue(a)=int(ran(257))
next a

setrgb 1,256,256,256
for a=1 to num
text 100,a*50+100,str$(hue(a),"###")
if hue(a)<1 text 100,a*50+100,"000"
if hue(a)>0 if hue(a)<10 text 100,a*50+100,"00"
if hue(a)>9 if hue(a)<100 text 100,a*50+100,"0"
next a

if off=0 text 240,100,"continuous"
if off=1 text 240,100," increment"

for a=1 to num
line 165,a*50+100 to 421,a*50+100
next a

for a=1 to num
rectangle 160+hue(a),a*50+95 to 170+hue(a),a*50+105
next a

for a=1 to num
if col<>a setrgb 1,256,256,256
if col=a setrgb 1,0,256,0
text 30,a*50+100,letter$(a)
next a

setrgb 1,hue(1),hue(2),hue(3)
fill rectangle 450,125 to 600,275

until (1=0)

label legend
data 3
data "  Red","Green"," Blue"
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Purebasic / Re: Vectronix GTA cracktro code
« Last post by ttemper on September 22, 2026 »
Thanks for the code ttemper.

np at all. :)

For some reason the intro opens in the top left corner of the window at normal size (using pb 5.73) so I had to add these 2 lines to get it to the right size after HideWindow(#WINDOW,#False).
SetWindowState(#WINDOW,#PB_Window_Maximize)
SetWindowState(#WINDOW,#PB_Window_Normal)
I tried with DPI aware on and off.

y u do dis? use 6.2.0+ hehe. unsure why it would cause issue with the DPI aware enabled, -shrugs-. least you got it working as intended with the older pb version.

I like the ConvertImageColorToTransparent() routine.  I may have to add that one to my snippet collection.   ;)  I'll do some comparisons with my old intros soon.

yah, it works nicely for those non 32bit images... and especially for those 1bit/8bit images. remove the background (or foreground) in one pass (or two if you have more colors to make transparent). it works well for what i need it to do. 8 bit -> 32 bit, convert color to transparent, done (save image too and use that instead, if you want to save setup at runtime that is).

On another note.  I've made the Spiceboys intro a bit smaller after finding the sndh tunes on the Atari-Forum.  I had originally saved as wav then converted to ogg as I couldn't find the tunes.  It works fine on my PC and my crappy old laptop too.

nice... gotta love tweaking code, im forever learning this demo code stuffs. :P and yeh i grabbed the full .zip files for all the sndh tunes, and am using SndhArchivePlayer_x64 to go through/play them all.
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Projects / Re: DBF Header 2026
« Last post by ttemper on September 22, 2026 »
ok... so i have messed around with the code some more, changed things, added things, fixed things... and thinged the things. and decided to release this as a v1.0.1.

what did i change..?

  • i updated the scroller code calculations for smoother scrolling... the previous one is a lil glitchy.
  • i updated the screen handling. it now supports moving the window (with no screen freeze), full screen window mode (with disabled window move), center window hot key (F10), now with multi-monitor support.
  • i updated the stars. new calculations, new pixel blit in a star shape (rather than just a single pixel), new colors (F9 to cycle), tidied the code a lil.
  • i added in a fps counter (F1 to toggle)... just because.
  • i added in a credit/about screen (F12 to toggle)... because i could :P. it uses the same colors as the stars for the background (F9 to cycle).

i think that's it... hopefully. anyways... check it out. :)

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Purebasic / Re: Vectronix GTA cracktro code
« Last post by KrazyK on September 22, 2026 »
Thanks for the code ttemper.
For some reason the intro opens in the top left corner of the window at normal size (using pb 5.73) so I had to add these 2 lines to get it to the right size after HideWindow(#WINDOW,#False).
SetWindowState(#WINDOW,#PB_Window_Maximize)
SetWindowState(#WINDOW,#PB_Window_Normal)
I tried with DPI aware on and off.

I like the ConvertImageColorToTransparent() routine.  I may have to add that one to my snippet collection.   ;)  I'll do some comparisons with my old intros soon.

On another note.  I've made the Spiceboys intro a bit smaller after finding the sndh tunes on the Atari-Forum.  I had originally saved as wav then converted to ogg as I couldn't find the tunes.  It works fine on my PC and my crappy old laptop too.

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Purebasic / Re: Vectronix GTA cracktro code
« Last post by ttemper on September 20, 2026 »
Nice work mate. Good to see another version of this. <- :) albeit the intro fade in/out i skipped over... as i just wanted to test/achieve the inverse blit so that the rasters show through on the text. more learning.

Could you post your code so I can check out the transparent blit method etc?  I'm always keen to add new routines to my library. <- sure, check the google drive, its on there. lmk if its missing anything (and if any other PB fanatics want to check out the code... lmk also). the gist of it is, create a new 32bit image to blit to, load/catch your image then blit it to the new 32bit image, then convert the background of it, eg RGB(0, 0, 0) to RGBA(0, 0, 0, 0). this then allows the drawing mode alpha channel to only blit the alpha values leaving the rest of the image untouched. the image must be 32bit (not 24bit) as it needs to use the alpha channel with the PB drawing modes. therefore... you draw the underneath (eg the moving color rasters) with drawing mode all channels (RGBA), then draw the scroller on top of it with alpha channel only (A)... aka 'cut out' effect. very similar how you do it with dx9 and your transparent blit proc.

I've moved from 5.73 x86 to 6.41 x64 as my new AtariAudio music library works with x64 so I doubt i'll use OSME now as it was 20+ years old C and would sometime crash out with memory <- ahh nice. im still using pb 6.2.0 32bit, since the audio (osme and others) work with it still... as for PB 64bit nope, and PB 6.4.0+ nope. :/ and i dont have the skillset to update/compile my own libraries for use. i did test out bass.dll, and it works, but i dont want an extra .dll floating around (or have it unpack in a temp dir at runtime)... i just want it all packed within the .exe as it has always been and then unpack to memory.

AtariAudio adds an additional 300k to the exe compared OSME but I can live with it! <- ah yeh... so be it i guess. an extra 300k, it is what it is... for the convenience.
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Purebasic / Re: Vectronix GTA cracktro code
« Last post by KrazyK on September 18, 2026 »
Nice work mate. Good to see another version of this.    :clap:
Could you post your code so I can check out the transparent blit method etc?  I'm always keen to add new routines to my library.
I've moved from 5.73 x86 to 6.41 x64 as my new AtariAudio music library works with x64 so I doubt i'll use OSME now as it was 20+ years old C and would sometime crash out with memory errors.  It served me well though and was great for many years.  AtariAudio adds an additional 300k to the exe compared OSME but I can live with it!
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