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by Ophelius
Apr 09, 2006 23:49
Forum: Projects
Topic: testing needed for my game...
Replies: 24
Views: 4696

I think its something to do with the PUT in DRAW_BL. The exe works fine here. I checked out DRAW_BL and found this error: 'Draw tiles FOR Tile = 0 TO Tiles_Blit + (OffsetY = 0) Y_Pos = (Tile * Tile_H) - OffsetY PUT VPage, (-Map_Info.X, Y_Pos), BL_Tiles(Tile_Start + Tile,...
by Ophelius
Apr 09, 2006 23:21
Forum: Projects
Topic: testing needed for my game...
Replies: 24
Views: 4696

1134i wrote:can i compite it with FreeBasic 0.16-07apr?

compiled, but doesn't work


I'm using FB version 0.15. I haven't done any tests with ver. 0.16 yet. I hope I can figure out why the port doesn't work. Does the exe I included in the zip file work?
by Ophelius
Apr 07, 2006 0:59
Forum: General
Topic: converting palettes...
Replies: 18
Views: 2885

hmmm, how strange? When I multiply the colors by 4, they return to normal. It has to do with the way we're loading the pal. When I load the pal into memory this way: BC$ = " " OPEN FileName$ FOR BINARY AS #1 FOR C% = 0 TO 255 GET #1, , BC$: Red$ = BC$ GET #1, , BC$: Green$ = BC$ GET #1, , ...
by Ophelius
Apr 07, 2006 0:16
Forum: General
Topic: converting palettes...
Replies: 18
Views: 2885

ok, here's the palette file:
www.geocities.com/juice801980/pal.zip
let me know if it causes the same errors
by Ophelius
Apr 06, 2006 23:59
Forum: General
Topic: converting palettes...
Replies: 18
Views: 2885

I'm not using the bmp for the pal file. That bmp is only a screen shot of the colors within the pal. The real palette is a 768 byte palette
by Ophelius
Apr 06, 2006 23:18
Forum: General
Topic: converting palettes...
Replies: 18
Views: 2885

I also used yetifoot's code. all I added was
BSAVE "graphics\test2.bmp" , 0
at te end.

shooter.pal is the same as pal.bmp I posted above
by Ophelius
Apr 06, 2006 23:04
Forum: General
Topic: converting palettes...
Replies: 18
Views: 2885

counting_pine: can i see your code? I want to see where I went wrong?
by Ophelius
Apr 06, 2006 23:00
Forum: Projects
Topic: This is what I set out 2 do a long time ago!
Replies: 3
Views: 1303

good job! If if ever need a power of 2, i'll use your program ;)
by Ophelius
Apr 06, 2006 22:40
Forum: General
Topic: converting palettes...
Replies: 18
Views: 2885

yetifoot: Thanks friend! Your code is a lot simpler. There's still an error somewhere that I can't figure out. This is the palette file I'm using: http://www.geocities.com/juice801980/pal.bmp and this is a test bmp: http://www.geocities.com/juice801980/test.bmp After I run your code, this is the res...
by Ophelius
Apr 06, 2006 18:26
Forum: General
Topic: converting palettes...
Replies: 18
Views: 2885

You will probably get much better results by using a least-squares algorithm for scoring - something like score = (rdifference * rdifference) + (gdifference * gdifference) + (bdifference * bdifference). Other than that, I don't see anything blatantly wrong. I was wondering why squaring the differen...
by Ophelius
Apr 06, 2006 18:05
Forum: General
Topic: converting palettes...
Replies: 18
Views: 2885

Here's the code, still doesn't work. You have to create a test bmp for this, and you also need a 768 byte palette file. Preferably a gradient one with the whole spectrum to get an optimal conversion type PalType R as ubyte G as ubyte B as ubyte end type DIM BMP_Page AS UBYTE PTR DIM BMP_File AS STRI...
by Ophelius
Apr 06, 2006 17:40
Forum: General
Topic: converting palettes...
Replies: 18
Views: 2885

converting palettes...

Please read carefully. Lot's of details. Let's say I have a bmp which was drawn with one palette, but I need to convert the image so it uses another. If I just switch palettes, the bmp's colors will be all messed up. Here's what i would need to do so convert the bmp in pseudo-code: type PalType r as...
by Ophelius
Apr 06, 2006 2:18
Forum: General
Topic: Accessing bmp data
Replies: 11
Views: 2229

Code: Select all

OPEN BMPFile$ FOR BINARY AS #1
    Get #1, 19, W%
    Get #1, 23, H%
 CLOSE #1
by Ophelius
Apr 05, 2006 19:02
Forum: Projects
Topic: AFlib2 Preview.
Replies: 160
Views: 53579

Adigun: A custom sprite routine can probably work best this way: pseudo-code: Sprite_Custom(buffer, x, y, color, trans, rotate, scaleX, scaleY, clip) If color <> 0 then fill the sprite with color end if if scaleX <> 0 then scale the sprite according to scaleX end if if scaleY <> 0 then scale...
by Ophelius
Apr 05, 2006 5:41
Forum: Projects
Topic: AFlib2 Preview.
Replies: 160
Views: 53579

It's a great library, and I'll be using a lot of it for my game, but there still needs a lot of work done to optimize it. From what I see, there's ways to compress it and simplify a lot of the functions. The screen flipping routines take up like half the library right there. Edit: What would be a gr...

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