Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Paul Smith

Pages: [1] 2
1
GLBasic - en / New Update v15 out
« on: 2017-Aug-04 »
Just downloaded V15.004
web update detects v15.005 say its finished but still says V15.004 on reload.
I'll keep checking,

2
GLBasic - en / Android build Fails
« on: 2017-Jul-18 »
Hi all i have a project that builds for windows but now fail to build for Android.
I have one project that builds for android every time, I open a new project and copy code and media and the  builds fails at end of stage 3 with android.
any Idea

running glb_build.bat
Using ANDROID_TARGET="android-22"
You can use "C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android\glb_android_build.bat" to change the API level and SDK path.
%ANDROIDSDK% not set. Using GLBasic's default target-22, Android 5.1 (Lollipop
ECHO is off.
androidmanifest.xml:
Make sure to check do a manual check for those.
android:minSdkVersion="10" android:targetSdkVersion="22"
ECHO is off.

AndroidIcons.exe [v02-9-2015] running...
copy C:/Users/pauls/Documents/GLBasic/assaa/icon_36_AndroidExtras.png to C:/Users/pauls/Documents/GLBasic/assaa/distribute/Android/res/drawable-ldpi/icon.png
copy C:/Users/pauls/Documents/GLBasic/assaa/icon_48_AndroidExtras.png to C:/Users/pauls/Documents/GLBasic/assaa/distribute/Android/res/drawable-mdpi/icon.png
copy C:/Users/pauls/Documents/GLBasic/assaa/icon_72_AndroidExtras.png to C:/Users/pauls/Documents/GLBasic/assaa/distribute/Android/res/drawable/icon.png
copy C:/Users/pauls/Documents/GLBasic/assaa/icon_72_AndroidExtras.png to C:/Users/pauls/Documents/GLBasic/assaa/distribute/Android/res/drawable-hdpi/icon.png
copy C:/Users/pauls/Documents/GLBasic/assaa/icon_96_AndroidExtras.png to C:/Users/pauls/Documents/GLBasic/assaa/distribute/Android/res/drawable-xhdpi/icon.png
copy C:/Users/pauls/Documents/GLBasic/assaa/icon_180_AndroidExtras.png to C:/Users/pauls/Documents/GLBasic/assaa/distribute/Android/res/drawable-xxhdpi/icon.png
copy C:/Users/pauls/Documents/GLBasic/assaa/icon_192_AndroidExtras.png to C:/Users/pauls/Documents/GLBasic/assaa/distribute/Android/res/drawable-xxxhdpi/icon.png
C:/Users/pauls/Documents/GLBasic/assaa/icon_ouya_AndroidExtras.png is missing (732x412 size)
the Ouya icon is not important, if you dont want to support the console
C:/Users/pauls/Documents/GLBasic/assaa/icon_TV_AndroidExtras.png is missing (320x180 size)
the Ouya icon is not important, if you dont want to support the console

Checked AdActivity (intersititals):
Does not uses a AdActivity

Android Extras version (SDLActivity.java):
* 3.01.2

Checking Icons Finished...

BUILD STAGE 2: Start compiler (android.bat)
Q:\Compiler\platform\android\bin\..\android-sdk-windows
Updated project.properties
Updated local.properties
Updated file C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android\build.xml
Updated file C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android\proguard-project.txt
Updated and renamed default.properties to project.properties
Updated local.properties
Added file C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android\bin\build.xml
Added file C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android\bin\proguard-project.txt
.
BUILD STAGE 3: Build a debug build
Buildfile: C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android\build.xml

-set-mode-check:

-set-debug-files:

-check-env:
 [checkenv] Android SDK Tools Revision 24.2.0
 [checkenv] Installed at Q:\Compiler\platform\android\android-sdk-windows

-setup:
     [echo] Project Name: glbasic
  [gettype] Project Type: Application

-set-debug-mode:

-debug-obfuscation-check:

-pre-build:

-build-setup:
[getbuildtools] Using latest Build Tools: 21.1.2
     [echo] Resolving Build Target for glbasic...
[gettarget] Project Target:   Android 5.1.1
[gettarget] API level:        22
     [echo] ----------
     [echo] Creating output directories if needed...
    [mkdir] Created dir: C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android\bin\rsObj
    [mkdir] Created dir: C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android\bin\rsLibs
     [echo] ----------
     [echo] Resolving Dependencies for glbasic...
[dependency] Library dependencies:
[dependency] No Libraries
[dependency]
[dependency] ------------------
     [echo] ----------
     [echo] Building Libraries with 'debug'...
   [subant] No sub-builds to iterate on

-code-gen:
[mergemanifest] Found Deleted Target File
[mergemanifest] Merging AndroidManifest files into one.
[mergemanifest] Manifest merger disabled. Using project manifest only.
     [echo] Handling aidl files...
     [aidl] No AIDL files to compile.
     [echo] ----------
     [echo] Handling RenderScript files...
     [echo] ----------
     [echo] Handling Resources...
     [aapt] Generating resource IDs...
     [aapt] C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android\bin\AndroidManifest.xml:23: error: Error: No resource found that matches the given name (at 'banner' with value '@drawable/banner').
     [aapt]

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:653: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:698: null returned: 1

Total time: 0 seconds
.
BUILD STAGE 4: Build a release build
   [subant] No sub-builds to iterate on

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:653: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:698: null returned: 1

Total time: 0 seconds
Picked up _JAVA_OPTIONS: -Xms256m -Xmx512m
.
HOW TO INSTALL? Install by invoke this command:
"Q:\Compiler\platform\android\bin\..\android-sdk-windows\platform-tools\adb.exe" install -r "C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android/bin/glbasic-debug.apk"
.
HOW TO SIGN? Sign it by invoke this command:
"Q:\Compiler\platform\android\bin\glb_code_sign.bat" "C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android"
.
Android=C:\Users\pauls\Documents\GLBasic\assaa\distribute\Android
success
_______________________________________
*** Finished ***
Elapsed: 10.5 sec. Time: 20:41
Build: 1 succeeded.



3
GLBasic - en / Android GPS disable
« on: 2017-Jul-08 »
Hi Guys
I don't have GPS switch on
and my builds always advise me to turn it on when executed.
i guessed this would have been in the manifest.xml and just needed removing
 <uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" />
but its not

any ideas on how to kill this?

also not that important but I'm building a new app with a resolution of 720x1280, under testing with android my finger mouse reports locations normally, but windows x is normal 0-720 but y is 0-1092 and wont go any higher (using mouseatate). The photo show 1068 must have knocked it when grabbing.

4
Off Topic / EXE to C or Python
« on: 2017-Apr-28 »
Found and tested this website the other day retdec.com

It converts EXE's to C or Python. The results come in the form of code and visual loop drawings.
I've been using it and ollydbg to reverse work related programs.

Anyone else tried or been looking for something like this?

5
GLBasic - en / Android screen orientation
« on: 2017-Apr-24 »
Written a few app for android over the years.today I started a new one from scratch using the latest GLB.
however its upside down, loading old project from older versions and compiling works.

no matter what project/options sizes i try makes no difference in android.

a simple  test
print"test",100,100
showscreen
mousewait

shows sideways

any Ideas, have I forgot something?

6
Bug Reports / Android Media again
« on: 2016-Dec-23 »
I've gone back to basic with this.

load a simple sprite and display it.
As expected only 2 and 3 work in windows.
none work in android
I've removed GETCURRENTDIR$()+ as spacefractal says it not needed, this worked every time in v12.

and ideas

Code: GLBasic [Select]
SETFONT 0,3

LOADSPRITE "back.bmp",1
DRAWSPRITE 1,100,100
PRINT "1",1,1
SHOWSCREEN
MOUSEWAIT

LOADSPRITE "Media/back.bmp",2
DRAWSPRITE 2,100,100
PRINT "2",1,1
SHOWSCREEN
MOUSEWAIT

SETCURRENTDIR("Media")
LOADSPRITE "back.bmp",3
DRAWSPRITE 3,100,100
PRINT "3",1,1
SHOWSCREEN
MOUSEWAIT

LOADSPRITE "Media/back.bmp",4
DRAWSPRITE 4,100,100
PRINT "4",1,1
SHOWSCREEN
MOUSEWAIT

7
GLBasic - en / Keywait not fixed v14.497
« on: 2016-Dec-23 »
14.497
   // Core:
   //     SOCK_UDPSEND - bug. Port was internally ill formated.
   //     KEYWAIT - fixed
   // Editor:
   //     Not responding editor in debug session should be fixed.

This is still broken on my system
mousewait still works.

8
GLBasic - en / GLB V14.497 Internet update
« on: 2016-Dec-23 »
Is it me or is this update faulty
EditorE.exe - System Error
missing mfc140.
MSVCP140.dll
VCRUNTIME140.dll

downloaded v14.01 and tried again, Same thing.
Oh well can't do anything with v14.01

Not been doing much for Android this year, is this type of code still valid
LOADSOUND GETCURRENTDIR$()+"atomicnew.wav", 1,1
as none of my media loads after a compile. the media is in the APK and these are previous working projects, not 100% if they were compiled with v12 or v14

9
GLBasic - en / fmod FMUSIC_Get_Time
« on: 2016-Apr-29 »
I'm using the fmod library setup from the samples folder in my project.
I need FMUSIC_Get_Time function adding.
tried to add it myself  but C++ is way above my level. How do you know if its @0 @4,void or char etc.
any help would be great.

added the function docs and fmod code below.

Cheers


Code: GLBasic [Select]
INLINE
        DECLARE_ALIAS(FMUSIC_LoadSong, "fmod.dll", "_FMUSIC_LoadSong@4", (const char* name), void*);
        DECLARE_ALIAS(FMUSIC_PlaySong, "fmod.dll", "_FMUSIC_PlaySong@4", (void* pMod), char);
        DECLARE_ALIAS(FMUSIC_FreeSong, "fmod.dll", "_FMUSIC_FreeSong@4", (void* pMod), char);
        DECLARE_ALIAS(FSOUND_Init, "fmod.dll", "_FSOUND_Init@12", (int, int, unsigned int), char);
        DECLARE_ALIAS(FSOUND_Close, "fmod.dll", "_FSOUND_Close@0", (void), void);
        DECLARE_ALIAS(FMUSIC_IsFinished, "fmod.dll", "_FMUSIC_IsFinished@4", (void* pMod), char);
        DECLARE_ALIAS(FMUSIC_SetMasterVolume, "fmod.dll", "_FMUSIC_SetMasterVolume@8", (void*, int), char);
//      DECLARE_ALIAS(FMUSIC_GetTime, "fmod.dll", "_FMUSIC_GetTime@4",
       
        void* g_pFMod = 0;

        // need this for ESC-exits
        struct FMOD_killer      {~FMOD_killer() {if (g_pFMod) FMod_Stop();}     } g_Fmod_killa;
ENDINLINE


GLOBAL fmod_init

FUNCTION FMod_Load: fname$
LOCAL good
        IF fmod_init = FALSE
                fmod_init=TRUE
        ENDIF

        FMod_Stop()
        INLINE

                if(FSOUND_Init) FSOUND_Init(65535,64,0);
                if(FMUSIC_LoadSong)
                        g_pFMod = FMUSIC_LoadSong(fname_Str.c_str());
                if(g_pFMod) good = TRUE;

        ENDINLINE
        RETURN good
ENDFUNCTION


FUNCTION FMod_Play:
        INLINE

                if(FMUSIC_PlaySong && g_pFMod)
                        FMUSIC_PlaySong(g_pFMod);

        ENDINLINE
ENDFUNCTION


FUNCTION FMod_Stop:
        INLINE

                if(FMUSIC_FreeSong && g_pFMod)
                        FMUSIC_FreeSong(g_pFMod);
                g_pFMod = 0;
                if(FSOUND_Close)
                        FSOUND_Close();
                fmod_init=FALSE;
        ENDINLINE
ENDFUNCTION



FUNCTION FMod_IsFinished:
        INLINE
                char ok=1;
                if(FMUSIC_IsFinished && g_pFMod)
                        ok = FMUSIC_IsFinished(g_pFMod);
                return ok ? TRUE : FALSE;
        ENDINLINE

        RETURN TRUE
ENDFUNCTION


FUNCTION FMod_SetMasterVolume: vol
        INLINE
                if(FMUSIC_SetMasterVolume && g_pFMod)
                {
                        return FMUSIC_SetMasterVolume(g_pFMod, (int)(vol * 256.0)) ? TRUE:FALSE;
                }
        ENDINLINE
        RETURN FALSE
ENDFUNCTION

 


FMUSIC_GetTime
Returns the time in milliseconds since the song was started. This is useful for
synchronizing purposes becuase it will be exactly the same every time, and it is
reliably retriggered upon starting the song. Trying to synchronize using other
windows timers can lead to varying results, and inexact performance. This fixes that
problem by actually using the number of samples sent to the soundcard as a reference.

int F_API FMUSIC_GetTime(
FMUSIC_MODULE *mod
);

Parameters
mod Pointer to the song to get time from.

Return Value
On success, the time played in milliseconds is returned.
On failure, -1 is returned.

Remarks

10
Never Used AE with v12.308 and I'm tested v14 with AE, all compile fine and loaded/Run faster.
However I used to plug my phone into the USB and compile straight onto the device but with v14 I have to copy and install the APK. can I fix this?
sorry if this has been asked before.

cheers All

11
Off Topic / Android TV Boxes
« on: 2015-Jun-14 »
Got a MXIII Android TV box last week for around £40 to replace my £120 WDTV Live box.
How cool. Antutu benchmark ranked my box close to the fastest device. KITKAT installed. rooted
8 GPU,4 CPU,2GB Ram, 4K output**

I got this as the WDTV box is slow to bootup, flawed app sound output with 5.1 spdif. eg no sound with youtube etc, fixed codec support. not many apps.

The MXIII is nearly perfect, full Play/amazon app store. google video and flixter ultraviolet is not working correctly,sound OK but black picture. 4K output support is done with a pre-installed rooted app. made the bottom 10% of my 4k tv wobble  but 1080p is solid
If you want 4K wait for one with HDMI 2.0 or Nvidia Shield.

XBMC/KODI run perfectly.
Glbasic Apps run perfectly.

supplied Remote is pointless as you needs a wireless mouse/keyboard.
not got a compatible game controller to test it with

but for £40 you cant moan.
anyone thinking of getting a similar box?








12
GLBasic - en / SETTRANSPARENCY question
« on: 2015-Jun-02 »
I'm having trouble getting this working if its possible at all.
I can set transparency to any colour and overlay with no problems.
I then change the transparency to a different colour , grabsprite , then drawsprite to a new location in essence having 2 layer of transparency, how ever this bit never works no matter what i try.

what I am trying to do is have a font outline which is white and never changes.
the inside of the fonts in pink RGB255,0,128 and is draw over a background. this works
I then change the transparency to blue, grabsprite in the area I need which is the outside of the font background.
and draw it onto a new background.
however it always blue.(or the colour i picked)

Ive changed the colour
its A png image
ive tested the colour is saved right( Hence the bug I noticed in UO Dingsfont)
coded it in different orders but never works

Is it possible or Im I doing about it the wrong way.

cheers Paul


13
GLBasic - en / Android Compile problems.
« on: 2015-Mar-11 »
Installed Android extras as i was curious, and now messed up my settings.
I've uninstalled it which logged 100s of non declared items errors when compiling.
I've reinstalled GLB which has fixed this but now I can't point the compile to my phone
any idea where this is configured.
I dont really want to wipe this laptop.
cheers

14
Code Snippets / Dizzy Spinning Circles
« on: 2014-Oct-19 »
Again how  Quick simple Code can produce good results.
My take on the Circle part in Second Reality.
Code probably useless, but fun


Code: GLBasic [Select]
// future Crew Second Reality style Circles
// First Version created 5 circle sprites with a palatte rotation but I didn't like it

SETSCREEN 1024,768,1                            //runs better in fullscreen mode
GLOBAL a, r,i,b
SETFONT 0,4
PRINT " Please wait slow rendering...",30,20
SHOWSCREEN
LIMITFPS 60


GOSUB picbuild                                 //Render Circles

GOSUB spriteline                               //Break sprite into 768 sprites lines

b= 180
WHILE TRUE
i= i+ 4                                       // 1st circle Speed clockwise
b= b +3                                       // 2nd circle Speed clockwise
ALPHAMODE -1
ZOOMSPRITE 7777,100*SIN(i)+0,100*COS(i)+0,1.5,1.5                  // Draw 1st Circle. zoomsprite higher then screen or edges will show
ALPHAMODE 0.9
IF i> 1000 THEN ZOOMSPRITE 1000,100*SIN(b)+0,100*COS(b)+0,1.5,1.5 // Draw 2nd Circle once i>1000

SHOWSCREEN
IF i> 3000 THEN GOSUB flow                    // bend sprite 1000 once i>3000

WEND
KEYWAIT




// wobble the picture
SUB flow:
              FOR y=1 TO 768
              a=a +0.001 * 6                // Wobble speed
              DRAWSPRITE y, COS( a + y ) * y / 4, y
              NEXT
              GRABSPRITE 1000,0,0,1024,768 // Grab whole screen
              RETURN
ENDSUB

// Draw the circles

SUB picbuild:
r = 0
FOR j= 0 TO 650
r=r + 15
IF r > 400 THEN r = 0
FOR i=0 TO 360 STEP 0.1                   // Higher the step the more missed pixels + faster render
SETPIXEL j*SIN(i) + 1024 /2, j*COS(i)+768 /2, RGB(r/3, r/3, r/3)   // PLot a dot
NEXT                                                                                                                            
NEXT


// Grab Whole screen
GRABSPRITE 7777,0,0,1024,768             // Grab the same picture twice
GRABSPRITE 1000,0,0,1024,768

RETURN
ENDSUB

SUB spriteline:
FOR t = 1 TO 768
GRABSPRITE t,1,t,1024,1                 //grab 1 line from top to bottom, 1024 pixels wide * 768
NEXT
RETURN
ENDSUB


 

15
Code Snippets / Animated 3D cube (fake Plasma)
« on: 2014-Oct-15 »
Fake Plasma Rotating Cube ( Grabsprite abuse )

show.exe in zip shows sides being rendered on the fly
plasmacube.exe normal

not optimized, probably better ways to do this but an easy example.

wobble screen maths may be useful for other project and is quite simple, took me a bit to get it right.
dicecube.ddd made in ac3d.



Code: GLBasic [Select]
SETCURRENTDIR("Media") // go to media files
GLOBAL xxx,a
LOADFONT "smalfont.png", 1
SETFONT 1,1.5
LIMITFPS 40


//LOAD IMAGES
X_LOADOBJ "dicecube.ddd", 0
LOADSPRITE "blue.jpg",9999
LOADSPRITE "orange.jpg", 6000
LOADSPRITE "test.jpg",5000

//------------------------------------------------------------------
// GRAB LOT OF SPRITE LINES
STRETCHSPRITE 6000,0,0,1024,768
FOR t = 1 TO 768
GRABSPRITE t+6001,1,t,1024,1
NEXT

STRETCHSPRITE 5000,0,0,1024,768
FOR t = 1 TO 768
GRABSPRITE t+5001,1,t,1024,1
NEXT

STRETCHSPRITE 9999,0,0,1024,768
FOR t = 1 TO 768
GRABSPRITE t+30,1,t,1024,1
NEXT

//----------------------------------------------------------------------
// SHOW ROTATE TEXTURE CUBE

WHILE TRUE
xxx = xxx + 3
GOSUB side3
//CLEARSCREEN   TURN THIS ON FOR NO BACKGROUND ( SHOW SECRET )
PRINT "X:" + xxx, 100, 10
X_MAKE3D 1, 50, 45
X_CAMERA 4, 0, 0, 0, 0, 0
X_SETTEXTURE 0, -1
X_ROTATION xxx, xxx/ 2, xxx / 2, 0
X_DRAWOBJ 0,0
IF xxx > 360 THEN xxx = 0
SHOWSCREEN
WEND


//-----------------------------------------------------------------------

SUB side3:



            FOR y=1 TO 768
                a=a + 0.005 * 2   // * SPEED
            DRAWSPRITE y, COS( a + y ) * y /4, y      // WOBBLE THE LINES
            NEXT

                GRABSPRITE 9998,200,150,500,500                   // GRAB THE WOBBLED SCREEN
            DRAWSPRITE 0,0,0                                              // DRAW THE TEXTURE
         STRETCHSPRITE 9998,340,170,170,170                       // DRAW 1 SIDE
         STRETCHSPRITE 9998,0,170,170,170                         // DRAW 1 SIDE SAME IMAGE
         GRABSPRITE 0,0,0,512,512                                         // GRAB NEW TEXTURE
  //-----------------------------------------------------------------------

         FOR y=1 TO 768
         a=a + 0.005 * 2
         DRAWSPRITE y+6001, COS( a + y ) * y/4, y
         NEXT
         GRABSPRITE 9997,200,150,500,500
         DRAWSPRITE 0,0,0
         STRETCHSPRITE 9997,170,0,170,170
         STRETCHSPRITE 9997,170,340,170,170
         GRABSPRITE 0,0,0,512,512

 //------------------------------------------------------------------------
            FOR y=1 TO 768
            a=a + 0.005 * 2
            DRAWSPRITE y+5001, COS( a+ y ) *y/4, y
                NEXT
                GRABSPRITE 9998,200,150,500,500
            DRAWSPRITE 0,0,0
            STRETCHSPRITE 9998,340,340,170,170
            STRETCHSPRITE 9998,170,170,170,170
            GRABSPRITE 0,0,0,512,512
                        RETURN
ENDSUB
 

Pages: [1] 2