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Topics - mrplant

Pages: [1] 2
1
GLBasic - en / Prescaler disable?
« on: 2016-Jun-21 »
Hi.

I am still trying to work out what has changed between versions 12 and 14 to cause my built in scaling code to suddenly mess up and have slight pixel corruption with the odd slight gap between graphics etc. Almost like rounding errors.

It all works well on 12 and I know 14 introduced a pre scaler .

I am wondering is there a way to turn this off or at least make its effect not noticeable?

Thanks

2
Bug Reports / Fatal error compiling for Mac
« on: 2015-Nov-06 »
Hi

I am using the latest 14.006 compiler and the MACOS download platform.

When I try to compile for the MAC, I get this fatal error output:


_______________________________________
*** Configuration: OS-X_X86 ***
precompiling:
GPC - GLBasic Precompiler V.10.037 SN:1d5d2793 - 3D, NET
Wordcount:3292 commands
compile+link:
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/lib/libGLBasicMac.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libSDL_mixer.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libSDLmain.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/lib/libCxImageMac.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libstdc++-static.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libstdc++.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libgcc.a is out of date; rerun ranlib(1) (can't load from it)
collect2: ld returned 1 exit status
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 8.6 sec. Time: 22:17
Build: 0 succeeded.
*** 1 FAILED ***



Any ideas whats up?

thanks.

3
GLBasic - en / Mac Compiler Fatal bug
« on: 2015-Nov-04 »
Ok I will try that.

I am using the latest 14.006 compiler and the MACOS download platform.

When I try to compile for the MAC, I get this fatal error output:


_______________________________________
*** Configuration: OS-X_X86 ***
precompiling:
GPC - GLBasic Precompiler V.10.037 SN:1d5d2793 - 3D, NET
Wordcount:3292 commands
compile+link:
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/lib/libGLBasicMac.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libSDL_mixer.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libSDLmain.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/lib/libCxImageMac.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libstdc++-static.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libstdc++.a is out of date; rerun ranlib(1) (can't load from it)
/cygdrive/q/Compiler/platform/Mac/Bin/../libexec/gcc/i686-apple-darwin8/4.0.1/ld: table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libgcc.a is out of date; rerun ranlib(1) (can't load from it)
collect2: ld returned 1 exit status
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 8.6 sec. Time: 22:17
Build: 0 succeeded.
*** 1 FAILED ***



Any ideas whats up?

thanks.

4
Bug Reports / Bug In Font Creator Tool
« on: 2014-Nov-21 »
Hi There.

A bit annoying but when I use the font creator tool to create a custom font - it sometimes cuts off the right hand side of the image.
It shows itself up every time if you change say the background colour to red for example and the text color to black. Tick resize to a certain size e.g.. 1024x512 and generate - the file is corrupted as described.
Change the text colour to white and the background to black and it works fine.
This happens for any non black background colour by the way. It also happens with any font.

Any way of this one getting fixed?

I generated a lot of fonts and inverted colour fonts and this bug is quite annoying and has been present for a few years now I just forget to post about it.

Thanks.

5
Apple said today..

'Starting February 1, 2015, new iOS apps uploaded to the App Store must include 64-bit support and be built with the iOS 8 SDK, included in Xcode 6 or later. To enable 64-bit in your project, we recommend using the default Xcode build setting of "Standard architectures" to build a single binary with both 32-bit and 64-bit code."

Source: http://appleinsider.com/articles/14/10/20/apple-to-require-64-bit-support-from-all-ios-apps-starting-in-february

Just wondering what this announcement means for GLBasic - if anything?

6
GLBasic - en / Identify iPhone models
« on: 2014-Oct-08 »
I would like to be able to identify iphone /iPad models but reckon objective c would need to be required to do this .
I'm sure I saw one on this forum before unless I am thinking of ones I have seen elsewhere in pure objective c.

Anyone written such a function already ?

Thanks

7
Hi.

In my iOS app I have handlers for glb_pause and glb_resume but my
App doesn't seem to work despite it supposedly detecting pause mode etc.

In short if I come out of my app in iOS and go back into it the whole
App relaunches from the start again instead of resuming.

Any ideas why?

Is there a setting in the Xcode project I need to change to get this working..

Thanks.

8
Hi.

I have the iPhone 6 Plus on pre-order.
I would like to modify my existing GLBasic iPad/iPhone game for it do rearrange the screen layout etc on the fly due to the new screen size. Will this be possible to support these new models directly and detect models - perhaps through screen resolution etc?

Will GLBasic just work or will it need an update?
Thanks.

9
My brains gone to sleep today.
User enters a number at the keyboard. Its  a real number. Say 10.2 or 10.6 or 10.8 or 11.4 - How do I reject any input that isn't a whole exact number?
I am trying to use FMOD but my formula must be dodgy..

Anyone?

10
Bug Reports / My results compiling for iOS7
« on: 2013-Jul-17 »
I have been doing a lot of testing with my app.

Here is my setup.

I run Mountain Lion. As an Apple developer I wanted to install iOS7 and the associated Xcode beta - therefore I am running iOS 7 Beta 3 on my iPhone 5 and iPad 3. I am running Xcode5-DP3.

I cannot use Xcode 4 to compile any more as the iOS7 devices are too new for it and are not recognised.

I wanted to use GLBASIC 10.283 to compile my Game.

First some background info.

I have my game Rock Crush compiled and on the App store for few years now - last update earlier this year.

When I first installled iOS7 - betas 1 and 2 - I ran this App store version of Rock Crush to see how it ran.

It had a major issue in that I pan sound far left and far right in my game - when the man moved left to right all was ok - moving right to left - I failed to hear him walk.

I did a lot of research - eventually noticing that when I plugged in a set of stereo headphones this issue cleared up.

I concluded that there was a problem in the first beta that game sound was using the left channel audio instead of mixing it down for the iphone and ipad internal speaker. strangely music playback didnt have this issue.

Anyway, I reported this bug to Apple and it got sorted in Beta 3.

I can now run my app store version of the game on iOS 7 devices with no problem.

The problem begins when I want to do a new version!

I will keep this short.

I compile with version 10.283 and then into Xcode 5.

The app runs with what looks like a green rectangle in the upper right hand corner and the screen is reported by the app at the wrong size.

For example, this code:

GETSCREENSIZE XRes,YRes // Get Screen size as defined in Project Settings.

comes back with a YRes 40 pixels short on both the iPad and iPhone.

This pushes the bottom off the app off the device screen. There is a horrible green rectangle at the top right and a feint white line on the last pixel line of the screen along the bottom. All ugly.

I did a quick fix and added 40 pixels back on for my rescaling codes benefit but the result was even worse - same lines and green by the way.

I then put on 11.414 beta and got once I was able to compile it (*I had a few issues but thats not for here), i got the same results - screenshot attached.

I am doing all this now as I need to know this will still work in a month or so's time - at the moment I am stuck as I cannot fix this myself.

I have done a lot of hours of testing but the problem here lies in GLBASIC or within Apples SDK.

I suppose what I am trying to say is I need someone more qualified to work out if this affects all apps or if it is a bug that needs reported to Apple.

To my  mind- if ROCK CRUSH compiled for ios6 works on ios7 which it does - there shouldnt really be these issues compiling it for IOS7.

Comments very welcome.

One last thing.. Please bear in mind this occurs on both GLBASIC 10 and 11 betas. Xcode 5 is in beta. iOS 7 is in beta...

11
FAQ / Preprocessor Defines
« on: 2013-Feb-22 »

The manual states:

The following preprocessor variables are already defined by GLBasic :

Defined names

The following symbols are defined by the editor:
<B>GLB_DEBUG</B> Debug mode is active
<B>GLB_VERSION</B> The version number of the compiler
<B>GLB_CONSOLE</B> Program is a console program

Platforms:
<B>WIN32</B> Current platform is: Win32
<B>OSXUNI</B> Apple Mac OS-X
<B>LINUX</B> Linux x86
<B>IPHONE</B>iPhone, iPod Touch
<B>WINCE</B>Windows Mobile, Windows Phone, PocketPC
<B>GP2XWIZ</B>Gamepark Holding GP2X-Wiz
<B>WIN32DLL</B>Win32, DLL
<B>GP2X</B>Gamepark holding GP2X (F100, F200)
<B>XBOXLINUX</B>Linux x86, software renderer
<B>CAANOO</B>GPH Caanoo device


I am on V10 - is there any predefined names for detecting the Android platform?

I could do with this in my game.

12
Hi there.

After months away, I am back to update my old iphone/ipad app.
It wont compile on Mountain Lion with latest XCode 4.5.2 as it has 3 errors and 96 or 98 warnings.
I am using release build 10.283 of GLBasic.

The errors are something to do with CPU Architechture being wrong etc.

Just wondering how others are doing it these days - how to fix theres errors - is the beta preferred?

13
GLBasic - en / Android Preprocessor ?
« on: 2012-Sep-07 »
I am having problems detecting Android platform.

It would be great, looking at documentation as it stands, if there was a defined pre-processor for android platforms.

Why is there no defined name for the Anroid platform?

I am running into complicated problems looking at Target$ isntead and trying to create a ?DEFINE myself but the code is being run even on say WIN32. argh...

anyone?


Defined names
The following symbols are defined by the editor:
GLB_DEBUG Debug mode is active
GLB_VERSION The version number of the compiler
GLB_CONSOLE Program is a console program

Platforms:
WIN32 Current platform is: Win32
OSXUNI Apple Mac OS-X
LINUX Linux x86
IPHONEiPhone, iPod Touch
WINCEWindows Mobile, Windows Phone, PocketPC
GP2XWIZGamepark Holding GP2X-Wiz
WIN32DLLWin32, DLL
GP2XGamepark holding GP2X (F100, F200)
XBOXLINUXLinux x86, software renderer
CAANOOGPH Caanoo device

Example:


?IF GLB_VERSION < 7.0
   ?ERROR Precprocessor not enabled ;)
?ENDIF

?IF WIN32
  ?DEFINE FASTGFX
?ENDIF

?IF FASTGFX
   STARTPOLY -1
     POLYVECTOR  0, 0, 0,0, 0xffffff
     POLYVECTOR  0,99, 0,0, 0xffffff
     POLYVECTOR 99,99, 0,0, 0xffffff
   ENDPOLY
?ELSE // slow graphics ->
   DRRAWRECT 0,0,99,99, 0xffffff
?ENDIF

14
Hi.

I have now redone the sound for my game as .ogg just for Android. I have various folders and have put in the various required .xcl files.
My problem is everything is working as it should - when I compile my multi platform game for Win32, OSX, Android - all goes to plan.
When I compile for iPhone however, it seems to ignore the iphone.xcl file and copies the android folders into the distribution even though I have told it to exclude that with the iPhone.xcl file...

Its as if its a bug or is just not working on this one platform.

Again, others are working fine with their osx.xcl files etc etc.

Anyone?

15
GLBasic - en / argh.. Android woes..
« on: 2012-Aug-18 »
What can I be doing wrong here ...

Has to be me and has to be something simple.

I have a small project compiled for Android - using proper case but the .mp3 file just wont play.

Same with my larger game I am doing an Android build for - some of the .WAV files come over as static/distorted very badly and the music mp3 files just dont play...

I have set the environment variables in windows settings for the Java SDK but the installer does not get installed on my Nexus 7 tablet - I have to copy the files over manually and run the debug app myself.

The MP3 files are in the Media folder and work fine when I explore the device with file manager app and play them - just GLBasic won't play them..


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