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Topics - mrplant

#1
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
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table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/lib/libGLBasicMac.a is out of date; rerun ranlib(1) (can't load from it)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table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libSDL_mixer.a is out of date; rerun ranlib(1) (can't load from it)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table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libSDLmain.a is out of date; rerun ranlib(1) (can't load from it)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table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/lib/libCxImageMac.a is out of date; rerun ranlib(1) (can't load from it)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table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libstdc++-static.a is out of date; rerun ranlib(1) (can't load from it)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table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libstdc++.a is out of date; rerun ranlib(1) (can't load from it)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table of contents for archive: /cygdrive/Q/Compiler/platform/Mac/OSX/Lib/libgcc.a is out of date; rerun ranlib(1) (can't load from it)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
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
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
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
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
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
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
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..

#16
Hi.

I have a game I am writing  that has platform conditional code. It has been a real learning example but I finally have it working from one source code and one set of graphics.
I use Ampos's generous rescaling code mainly, slightly customised to my needs. Thanks Ampos!

My game runs and has been tested on PC, Mac, iPhone 3, iPhone 4s, iPad 1, iPad 2, iPad 3rd Generation and iPod.

I designed the game initially at 1024x768 (4:3 aspect ratio resolution) for all my graphics and screen placement code and use Ampos's routines to rescale to chosen resolution.
Ok.

So.. on the PC platform - I set project settings to be 3999x3998 manually and the code autoscales by reading the DESKTOP size and setscreen'ing to that resolution. Works great.
I have a 27" iMac here and run GLBasic on Parallels fullscreen mode - the desktop size is 2560x1440 on this computer and the game works out the scale factor internally and fills the screen to the games 4:3 aspect ratio.
Works as expected. Graphics are very crisp as I have an 8 bit style and don't use Smoothscale modes on the whole.

On iOS - I designed the game for my main platform at the time - the iPad 1 and iPad 2 at 1024x768.  Again I set the project settings to 3999x3998 and the code reads the SCREENSIZE this time (using conditional code) and resizes.
When compiling on Xcode, I set project type to universal.
This means it runs on iPad at 1024x768. It run on new iPad 3rd gen model at 2048x1536 (upscaling by a factor of 2.0). Due to the 8 bit nature of my graphics it looks great on the new iPad2 (I use smoothshading off to get the effect I need).
It autosizes on the fly on iPhone to 960x480, again running in a 4:3 aspect ratio scaled area. Great! iPhone 3 - same it runs at 480x240 with no issues. IPod Same.

The one problem is the Mac platform. Here is why. You can't use the SETSCREEN command I have found, as it causes crashes and bad things to happen so I have to rely on project settings here.

If I set project settings to 1024x768 on the Mac - the game runs fine as it sets my macs monitor to 1024x768 graphics mode automatically on startup. Looks a bit blurry though as the native monitor resolution is 2560x1440. It runs on my Macbook at 1024x768 again fine. (The Macbook native res is 1280x800).

Now then.. If I manually set the project settings for Mac to 2560x1440 - it runs on my Mac at native resolution now at 2560x1440 and the graphics look as crisp as they do on Parallels under windows mentioned earlier.
The problem is.. If I run this binary on my Macbook - the native screen size is 1280x800. What happens is the binary crashes at launch - not good.
If I compile another version with project settings at 1024x768 it runs fine of course.
*I see Macbook Air screen resolutions all support 1024x768 4:3 modes, but are native 1366x768 for 11.6" models and 1440x900 for 13" models.

The point of all this is .. I have a proposal to make.. that to my mind would improve the way things can be handled on the Mac platform.
Here it is..

On Mac - you have to rely on Project settings - thats fine.
I can set 1024x768 or manually enter in 2560x1440 but both these things cause the problem above when Mac screen hardware is different sizes (ie. crashes on startup).

What if.. On the Mac if you could enter 3999x3998 manually as project settings. This would then be a flag to the GLBasic Mac runtime startup code that it should see what the native Mac screen resolution is and (without resizing) it should use those values for the current screen size - if the users program requests to know the SCREENSIZE, it should return those native screen resolution numbers. That way AMPOS's code could resize as normal.

That would mean that if I set project settings manually  to 3999x3998, the game would run at 2560x1440 on my 27"  iMac and at 1280x800 on my Macbook as those are the native screen sizes. This would just need one binary and it would not crash at startup on my Macbook (instead of what it does at present).

This change would require runtime startup support from GLBasic of course - to my mind it makes sense at it is a special case (3999x3998 manually) but would allow more flexibility on the Mac platform..

What do you think Gernot?

I have no idea if these changes are easy/impossible/make sense but as I say, to me in theory they do.

You could either hard set the resolution to use in Mac project settings to say 1024x768 or allow manual special case size of 3999x3998.

Thanks.
#17
Ok.. I know I'm asking early.. but I just pre-ordered a new iPad 3rd Gen device.
With iOS 5.1 out now - just wondering if it will be easy for Gernot to add support at native 2048x1446 resolution to GLBasic and some PLATFORMINFO$ info?
No rush or anything - I know he's a busy man -  just wondering what the lead time might be?

Time for me to fire up Photoshop and enhance some graphics I think!
#18
Hi just a query.
Does anybody know..

In theory, if you compile your app and it is for the Mac - is it possible using the GLBasic system to get that app approved by Apple and upload the finished app to the Apple Mac Store?
I am not a registered Mac Developer at present so would like to know the answer first..

Anybody out there got a GLBasic app in the Apple Mac Store at present?

As I understand it there might be a problem the way GLBasic compiles the Mac binaries at present - correct? It does it outside of Xcode is what I am referring to - and as far as I know you need to use Xcode to submit to the app store now?

I know all this works with iOS and the App Store there but I am on specifically about the Mac Store..

Thanks.
#19
I have an app running on the iPhone. This game plays mp3 and various wav sounds.
It runs fine on iPad and I implemented a GLB_On_Pause feature that pauses the game when for example hime button is double clicked and you return to app.
This works fine on iPad. Same on iPhone if I do the double click test - everything is fine.
On the phone, however, if there is an incoming phone call - all is fine until call is over. Then game is still on pause. I press a key and it starts again. Mp3 music continues but there is no .wav audio at all.
I need to relaunch the game for this to fix itself.

Anyone else notice this and is there a fix? Is perhaps the game volume at 0 after the phone call (only)?
There doesn't seem to be to be anything us users can fix from our end - especially given the fact the same code works otherwise...
#20
I have my game and compile it for Mac with latest GLBasic. I also compile same source code with an older version (10.118) and comparing the two games sound output is like night and day.
The latest version  has the odd loud transient when a rock falls - the rest of the falling rocks are much lower in the mix...
With 10.118 the sound is clear and full bodied and full volume..
Hard to put this into words  - maybe I will have to post a link to a test video clip or something..
I had to compile my game with 10.118 so I could submit my binary to the iPhone app store (my app also compiles for the iPad). The sound is great on 10.118.

As I say exact same source code that I have been developing for months now (6 in fact). As a test - I converted all my .wav files (they are short .wav files) into .caf files and compiled and ran on the latest version of the compiler on Mac - and this surprised me but not an ounce of change - it sounded exactly like the .wav file did on the latest compiler).

Hope this helps describe the problem but I have no idea what is going on...
I hate reporting problems... but I have to here... sorry... :-(