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Messages - PaLe

#31
Tks Kitty,
I changed the code with GETCURRENTDIR$() ant tested on XP, 7, WinCe, WIZ and work fine except iPhone...  :'(

this evening i'll try with the PLATFORMINFO$("DOCUMENTS") command.

Maybe also GET/PUT INI command because I need and prefer to save the data in the iphone.app path...

Paolo


[attachment deleted by admin]
#32
HI,
with the last IDE 8.148 I've this problem, tested on Win SEVEN and iPhone 3G (4.1):

The PUTFILE command save a NEW file in the EXECUTABLE directory instead the path of SETCURRENTDIR command.

Sorry 4 the easy "basic" code...

PaLe

[attachment deleted by admin]
#33
GLBasic - en / Re: Piracy
2010-Oct-09
Quote from: ampos on 2010-Oct-07
Still doesnt work. Maybe is related that I am still in "demo mode"?  :whistle:

I was interested ... but I get about the same error (2 errors, 1 warning)
(registered version)

Quote
Ld build/iPhone.build/Release-iphoneos/iPhone.build/Objects-normal/armv7/Piracy normal armv7
cd /Users/Paolo/Desktop/Piracy/XCode/GLBasic
setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin"
/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -arch armv7 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS4.1.sdk -L/Users/Paolo/Desktop/Piracy/XCode/GLBasic/build/Release-iphoneos -L/Users/Paolo/Desktop/Piracy/XCode/GLBasic/Lib -F/Users/Paolo/Desktop/Piracy/XCode/GLBasic/build/Release-iphoneos -filelist /Users/Paolo/Desktop/Piracy/XCode/GLBasic/build/iPhone.build/Release-iphoneos/iPhone.build/Objects-normal/armv7/Piracy.LinkFileList -dead_strip -lstdc++ -framework Foundation -framework UIKit -framework OpenGLES -framework QuartzCore -framework AudioToolbox -framework CoreLocation -framework OpenAL -lGLBasiciPhone-egl -lpng-gf -lPROGRAM -framework MediaPlayer -o /Users/Paolo/Desktop/Piracy/XCode/GLBasic/build/iPhone.build/Release-iphoneos/iPhone.build/Objects-normal/armv7/Piracy

Undefined symbols:
  "__GLBASIC__::iPhoneIsCracked()", referenced from:
      __GLBASIC__::__MainGameSub_()       in libPROGRAM.a(gpc_temp0.o)
ld: symbol(s) not found
collect2: ld returned 1 exit status

#34
I try to think like a saver End User...   :D

Sometimes yes, I look at the download size when I'm not at home... and when I can't use the Mac... recently iTunes10 crash on my Netbook with winzoz  and plus my neighbor has changed the Wep password on his Net WiFi  :P

My MobileProvider only accept 30MB (B for bit, they bastards!) of download, so 30/8 = less of 4MByte of download via Mobile.

Quote
MP3 requires licenses, which equates to paying for them (in theory).
OGG doesn't seem to be supported on iPhod

I think that i'll keep the wavs files in the program
#35
Ian,
I solved My problem about WAV Sounds on iPhone (CODE PROBLEM, BUT STRANGE ANIWAY) and I want to try other like MP3 or OGG, but if you say that the RAM is the same (sounds are pre-mapped?) which format suggest me to use in iPhone Apps (not for music, just effects)?

(I think the choose for iPhone is compromise in the time between downloading the application from the app-store and the loading time of resources when the program starts...)

...this evening stopwatch load times  :D
------------------------------------------------------------------------------------------------------

AMPOS, This work without "strange output" on iPhone,Pc,Wmobile, GP2X-WIZ   :booze:

Code (glbasic) Select

// --------------------------------- //
// Project: SND
// Start: Wednesday, October 09, 2010
// IDE Version: 8.120

// CODE OPTIMIZED, FINALLY WORK !!! :)

SETCURRENTDIR("Media") // seperate media and binaries?
GLOBAL channel,wav_current,track_count,wav_base
SETSCREEN 320,480,0
// all wave's are loaded with buffer=1 for only 1 time played
FOR wav_base=1 TO (8*2); LOADSOUND CHR$(65+wav_base)+".wav",wav_base,1; NEXT
GOSUB Audio_NewWav

Game:
IF track_count=4 THEN wav_current=2
GOSUB Audio
WHILE SOUNDPLAYING(channel)
PRINT "track "+track_count+ " >>>  WAV "+(wav_base+wav_current)+ " = channel "+channel,10,160
SHOWSCREEN
WEND
INC track_count
IF track_count=5 THEN GOSUB Audio_NewWav
GOTO Game

SUB Audio_NewWav:
track_count=1
wav_base=RND(7)*2
wav_current=1
ENDSUB

SUB Audio:
channel=PLAYSOUND(wav_base+wav_current,0,1)
ENDSUB
#36
Quote from: ampos on 2010-Oct-07


The strange is that in your program, something is going bad: it should show "playing track n", play for a few seconds, next line, and so.

But in iPhone it just shows 4 times "playing track 1"


Something weird, but you has something.

Just try a step by step approach:

Code (glbasic) Select

SETCURRENTDIR("Media") // seperate media and binaries?
LOADSOUND "B.wav",1,3
ch=PLAYSOUND(1,0,1)
repeat
   print "test",10,10
   showscreen
until n=1


this simple code does work on your wav files

Thanks everyone!!!

I tested your easy example with my wav and work fine!!!.

Ampos, You show me the same problem that I show in the 2 images attached....

This evening I'll try to check GLB command "SOUNDPLAYING" because I think that the problem is in it (on iPhone) or... it's better to contact Gernot?

[attachment deleted by admin]
#37
( for anyone that have an ipod/iphone and 10 minutes of freetime )

A M P O S, me a favour...

can you test the Xcode of SndTest.zip (of my previous link)  or, better, compile the snd.glb also included on your ipod/iphone? I hear the sound in window executable but nothing on iPhone and I didn't understand yet why!

http://www.glbasic.com/forum/index.php?action=dlattach;topic=5159.0;attach=2432
#38

Yes, The Media directory contain all wav files. I checked it with an explorer file from Mac and also from iphone (iFile).

Do you tried it on iphone/ipod ?
#39
sorry, I wrongly quote striketrough instead underline... I suggest First to Run the snd.glb in the IDE and then to test on windows/iphone.
#40
Quote from: PaLe on 2010-Oct-06
A new problem!!! (apologize for English)

I hope that it's a (my) simple code error in the variable/declarations error.... :blink:

OK, now I explain.... This is my example link:

http://www.megaupload.com/?d=5LRCV7CG

Sorry for the code; the level of programming like's ZX basic  ;) ... I only copied/pasted the load/play routines from the original code in a new project.

Please, First load the snd.glb project and run it with (F5 key or fn+F5 on Mac)... probably run well and you can hear the tunes (a loop of 3+1 different tracks)

after, try to compile a Windows EXE and run the executable.... the program ends... maybe it's a mouse click problem???  ::)

anyway, when I compiled for iPhone, the example start but whitout sound and, STRANGELY, the screen doesn't change (follow) the sound loop...
I mean it's a variable problem or what??? ( O_O and why??)

sorry if you spent time for any My mistake of programming...  :nw:

Paolo

attached here...

[attachment deleted by admin]
#41
A new problem!!! (apologize for English)

I hope that it's a (my) simple code error in the variable/declarations error.... :blink:

OK, now I explain.... This is my example link:

http://www.megaupload.com/?d=5LRCV7CG

Sorry for the code; the level of programming like's ZX basic  ;) ... I only copied/pasted the load/play routines from the original code in a new project.

Please, First load the snd.glb project and run it with (F5 key or fn+F5 on Mac)... probably run well and you can hear the tunes (a loop of 3+1 different tracks)

after, try to compile a Windows EXE and run the executable.... the program ends... maybe it's a mouse click problem???  ::)

anyway, when I compiled for iPhone, the example start but whitout sound and, STRANGELY, the screen doesn't change (follow) the sound loop...
I mean it's a variable problem or what??? ( O_O and why??)

sorry if you spent time for any My mistake of programming...  :nw:

Paolo
#42
Quote from: MrTAToad on 2010-Oct-06
I notice that you require the ENTER key to be pressed for selecting items.  Unfortunately I have a mini-keyboard, which doesn't have the numeric number pad...

I can certainly hear the TUcS-_ciu.wav sample.

TUcS-uov1.wav (was just a blip, I presum)

TUcS-pepo.wav works too.

Which makes me wonder how you are loading the files.

Are you using forward or backward slashes for directory seperation ?

Ie
Code (glbasic) Select
LOADSOUND "R:/TUcS.app/Media/TUcS-pepo.wav",0,1 works fine

Code (glbasic) Select
LOADSOUND "R:\TUcS.app\Media\TUcS-pepo.wav",0,1 does NOT work.

The slashes are ok, I used a simple script.txt (see "TUcS-dat2.txt") for load GFX/SFX without change the code and all is done except the sounds...
I also explored and found my demo on User/application/directory and I hear all .wav with iPhone but not via glb Executables...
so I think that there is something in the code.... this evening I share an example.

Now time to go to work.  :(

Have a nice day,

Paolo
#43
OK, i unterstand

this is the game that I try to convert and test it on the iPhone.

http://dl.openhandhelds.org/cgi-bin/gp2x.cgi?0,0,0,0,25,2820

the .wav files are in various sample-rate under Media directory (the only one!); rename the TUcs.app folder if you unzip it on Mac  ;)

thanks for your support.

Paolo
#44
Quote from: MrTAToad on 2010-Oct-05
Pale - can you make the WAV available ?

:whistle:  ...avilable??? I'm a little bit "rude"... What mean??

#45
Quote from: ampos on 2010-Sep-30
I bought a mini Mac intel 2ghz 2gb ram hd250 with broken DVD at 375 € on eBay.
Only for iPhone compiling. Installed vmware+xp just for glbasic. I didnt have a portable computer. So 2 machines in one.

I suggest to you to try PARALLELS instead vmware, anyway CHECK the system requirements before..(maybe 2Gb RAM for XP are good).

(...it's a bit expensive, about 79€ but work very well!)

Paolo