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Messages - ketil

#76
Since the code is converted to C++, i guess the for next loop is converted to this:

for(int temp=1; temp < 4; temp++){}

The variable temp is then only accessible in the for/next - scope.
That is not an error.

The error is trying to use temp outside the for/next loop.
#77
Well ... where is the Norwegian forum then ?

Seriously ... let's all use english. I think nobody gains on an fragmented forum.
Support issues is the reason that all my OS'es and apps are installed as english versions. Even though I'm an Norwegian,.

I would actually consider not sharing code or info if the forum is becomes more fragmented.
#78
Same happened with me when i first tried it, but it was due to an error in my GFX application.
The PNG's was not correct.
Maybe your PNG file is not valid.
#79
Write a little test and play around with the function a bit, and you'll find it very flecible.
I use it to stretch and tweak an png (an inverted semi transparent png) over "some of the tiles" in my game to create an illusion of an flashing candle light. and i also use it to fade down the light/colort of my tiles that is not overlaid by the png.

You can access the sourcemap wherever you want, and stretch/rotate ao.

I almost doubled the speed of my tile-engine with  effects (zooming/stretching, rotating etc.) using polyvector because it improves speed when drawing tiles in batches, and cut down double calling of similiar functions.

Just look up some snippets and play a bit with them.
#80
Quote from: Hatonastick on 2010-Sep-08
Quote from: matchy on 2010-Sep-08
Quote from: Hatonastick on 2010-Sep-07
Oddly enough I didn't get in trouble for the bills, just the simple act of tying up the phone.:)

Yeah - that's how late nights started!
I'd wondered not too long ago how mine started.  You are absolutely right!  :D

Bluebox and callingcards  >:D
Well ... hopefully we are more or less grown up now.
#81
Perhaps you shold contact the authors and offer them som of the income.
A direct clone in an appstore without permissions is not cool.

By the way ... cool choise of breakout. I think this one is superior to arkanoid. Remember playing it on C64 :)

I might be helpful with graphics.
#82
Check out the MOUSESTATE and ROTOSPRITE commands in the documentation.
I quess that might be all you need.
#83
I am using the color-parameter in the POLYVECTOR command to make one of the layers in my tilescroller gradient. Thats very cool since it then can be a dynamic gradient ( i use it for lighting day/night ).

But if you are using a static image an no scrolling ... why not LOADBMP ? Your image will then be the background in each SHOWSCREEN :)
#84
Do you mean adding a rotating knob component to the DDGUI, or just making one self-standing component ?

You provide is with very little information :)

Can you tell a little more about the app and the use of your component ?

It may be as simple as ROTOSPRITE for the rotation ;)
#85
Quote from: BlueSteel on 2010-Aug-28
poke 53272 + were the pokes for sound from my aging memory.. (I STILL have the C64 Programmers reference guide and use it occasionally on my C64 emulator ;) )

I have a few C64 programs that i wrote that i'd love to convert over but with all the peeks/pokes and printed special characters etc it would bew a nightmare

I guess you have a typo (53272 x 54272)

53272 ($d018)= screen and charset pointer (hi/low nybbles).
54272-54230 ($D400 - $D41C) is the sound memory (sid mappings) - I wrote a musicplayer for c64 a few months ago :)
#86
Quote from: Kitty Hello on 2010-Aug-27
Yes, the code is here:
Code (glbasic) Select
http://code.google.com/p/as3sfxr/source/browse/trunk/src/SfxrGenerator.as

Thanks  :good:
#87
Quote from: ketil on 2010-Aug-27
... is just locking of some parameters ...

=

... is just locking of some parameters to "predefined values" ...
#88
No. I have not ported that code, but I'll look into it.
By a quick look at the original gui, I think the "generator concept" is just locking of some parameters while others are randomized within a predefined range.
This could easily be done without touching the synth-code.
#89
Quote from: Bursar on 2010-Aug-27
Ketil - Looks very C64'ish, and that's a good thing :)

It is actually made from the original C64 charset, and the sfxr is IFLI font from a demo we made in 1991 (http://noname.c64.org/csdb/release/download.php?id=38642).
The colorscheme is from WinVICE-2.2 (c64 emulator)  =D

I am also thinking about adding a box for note-values so it's possible to tune (at least the start of ) the FX to the same note/key/scale as the background music. 
I think that will sound better.
#90
Today I started designing a gui that i think is worthy for sfxr, but i see that there is already a ddgui one.
Do you guys think I should finish this one ?

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