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Topics - spacefractal

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GLBasic - en / Cleaning up sticky threads
« on: 2020-Feb-12 »
Im have choosen to unsticky 4 old unrelevant Android threads, but added a new one that is for the v16.

Im wiill not touch the stores sticky theads, even some of them cant been supported anymore. The reason: Its fun to see what people have done back in time, so im see no reason to do it.

If im do, im would make sure to do similar with the old android stuff sticky thread, so they can easy to been found.

GLBasic - en / Old Android Sticky Stuff
« on: 2020-Feb-12 »
Im will unsticky various Android Stuff as they are very old or not required anymore after move to Android Studio. Im sticky this soon that collect those old threads and locking it:

AndroidExtras and iOS/tvOS updates + Download Links:

This is for glbasic 15 and below only and im will no longer support it at all.

LibPng security Fix - If Google Reject it:

This wont been happens in Android Studio of course. This was fixed long time ago.

How to use ADB:

This is not relevant anymore when using Android Studio. Its much easier here.

Android debug certificate has expired:

This is very old issue that should long time to fixed and is not relevant with Android Studio at all

the newest Android Studio 3.5.1 works very fine (but you might let it need to update the grandle, but should do it fine)! There is some more bugs with Android 5.0 throught (SDL Audio also might not work anymore, which can been disabled), but has not seen issues from Android 6. This can also just been a emulation issue. Not checked on a device.

Im have not Not heard any trouble with Android 6.0, but if its does, let me know of course.

To been clear:
Android 5 is very hard to get working in Android Studio and will currectly not to to get it working again as threre too many issues. So please do NOT ask me about Android 5.0 issues as im will skip it. If its should fixed, im/Gernot will let you know!

So API23 is required as minimum with Glbasic and Android Studio!


First at all: Sorry to all (include Gernot), if im have been aggreisve or frustated!

Even im finally uninstalled AS under by rage and frustation, im will try again after some days with a very fresh install. So dont worry.

But first at all im wlll NOT recommened to use Android Studio 3.5 as Google have choosen not to write how to update the grandle files as they would been totally broken and no longer work (why those hard coded version numbers, diddent make sense if they can breaks). But im do seen AS 3.4 does works nicely with the newest SDK, so you would still could release on Google Play at least. This is the  matter anyway.

Here is the place you can manually download Android Studio Version 3.4 (or version 3.4.1):

IM will NO LONGER support Android Version 5 and down:
Android Studio have broken it, that it and im fighted too long time on it, and Android 5 is now really old now. So im will no longer support it (only if Gernot can fix the file access issues). Im will require API 23 or higher (as im did do seen that version worked fine).

What about API 22 and down?
We could actuelly just include the current version we did for Android SDK really. Im do not sure its still allowered and how multiple apks works. No idea actuelly.

Why did im delete threads?
im should not do that, so sorry, was just by frustation (was my own throught). Im do have those issues in mind and will update in the weeked or next week. Dont worry. its was nowhere the jpg issue, which is not present on Android 6+ anyway as well the other issue was also not present too. Im do thinks im did send those to Gernot, so he might have implmeented and updated it. so im have still have the files.

GLBasic - en / Android Studio Progress......
« on: 2019-May-13 »
Instead writing in the message to gernot thread, im will write it here as a general trhead.

The progress to move glbasic to Android Studio is now more more became great, which will means im dont thinks its really is a long time to release it. Im thinks max a month and you would see a new platform. Today im have just got JavaCalls to works and im using SDK Api 29 (Android 9) with minimum Api 16 required (due the newer NDK require it).

Now its compiles and run fine, but with few issues and missing bits left.

Currectly the Gamecontrollers require some changes and hopefully im still can support gameInput API to cross support it, but SDL do have a nice progress about this area, so its should even been possible to route it to the official joy commands. Also im will support single player by using KEY() as well throught fore more simple games.

Also currectly Android TV and normal apps is supported, but im have not have Ouya and other microconsoles in mind at all. Its should been pretty easy to implement them again later eventuelly, but Android TV is a bit more important.

So im dont think we are far to get this platform working again.

gb.h: under // Extern Symbols

Code: (glbasic) [Select]

glb-full somewhere under namespace __GLBASIC__ {
Code: (glbasic) [Select]
int             __DG_DOBORDERLESSWINDOW=0;

gb_pc.cpp: under void   SETSCREEN(DGNat w, DGNat h, DGNat fs) {

Code: (glbasic) [Select]
// do you want a borderless window?
if (fs==2) { __DG_DOBORDERLESSWINDOW=1; fs=0; }
openglrainbows.cpp in the function bool OpenGLRainbows::DoWindowed()

replaec all code between    // -------- WIN32 -------- and  // update desktop

Code: (glbasic) [Select]
#elif defined(WIN32)
if (m_WND.fullscreen)
::ChangeDisplaySettings(NULL, 0);

::SetWindowLong(m_WND.hwnd, GWL_STYLE, WS_POPUP);
::SetWindowLong(m_WND.hwnd, GWL_EXSTYLE, 0);

if(0  ) // !::GetWindowPlacement(m_WND.hwnd, &wpl)) // Win98 will fail this here...
::OffsetRect(&wpl.rcNormalPosition, (::GetSystemMetrics(SM_CXSCREEN)-m_WND.width)/2, (::GetSystemMetrics(SM_CYSCREEN)-m_WND.width)/2);

RECT rcCenter, rcArea;
::GetWindowRect(m_WND.hwnd, &rcCenter);
HMONITOR hMonitor = MonitorFromRect(&rcCenter, MONITOR_DEFAULTTONEAREST);
MONITORINFO MonitorInfo = { sizeof MonitorInfo };
GetMonitorInfo(hMonitor, &MonitorInfo);
rcArea = MonitorInfo.rcWork;
::SystemParametersInfo(SPI_GETWORKAREA, 0, &rcArea, 0);

wpl.rcNormalPosition.right=m_WND.width                                   +::GetSystemMetrics(SM_CXBORDER)*6;
::OffsetRect(&wpl.rcNormalPosition, ((rcArea.right-rcArea.left)-m_WND.width)/2, ((;

::SetWindowPos(m_WND.hwnd, HWND_NOTOPMOST,
wpl.rcNormalPosition.right - wpl.rcNormalPosition.left,
::SetWindowPos(m_WND.hwnd,HWND_NOTOPMOST,wpl.rcNormalPosition.left,, m_WND.width, m_WND.height, 0);
::ShowWindow(m_WND.hwnd, SW_SHOWNORMAL);

Now you can set a borderless window by just SETSCREEN, X, Y, 2

Off Topic / Now that cool.....
« on: 2019-Feb-07 »

Yes, im guess Spectrum fans know who he is and....

This why im dedicated to delete a post from the Spectrum Next (of my own), due this pic. Spectrum Next keyboard issues is finally done and is soon mass produce.

Also that Baggers in Space on the picture is also finished as well and is yet to been released. The game became a 17 level game, a lots of screens to explore and pretty much use all memory on a none expanded Spectrum Next, and the whole game is in one load.

Im sometimes get PM about common (im got 2 yesterday) and uncommon questions of various features, which im gonna to been a bit tired of. Im do not want to do personally support and use my time on that. Thanks. Im perfer using the forum than the pms and reply here.

im got a PM about only registred users can post on the forum. This CAN actuelly give some backslash for new users! Im can agree with that, because its can lock out new users that might ask before a purcahse.

But now we do now have a new forum on steam, which all registred steam users can use. Gernot might not post here, but im will do monitor it. All very negative posts etc will been deleted and reported throught.

Here is the link to the discussions forum on steam:

PS. All games and applications get a forum for steam released games, so......

as topic said, Alt Tab dosent work in fullscreen, and even jobcenter can been shown at all! This bug needs to been fixed before the steam release really. Im not sure what it happens, since im even used AUTOPAUSE True, that also dosent work correctly on Windows.

Etc there also no way to set a borderless windowered mode at all, which could have fix it.

GLBasic - en / Future of Glbasic!
« on: 2018-Aug-01 »
im do fear and see glbasic v15 mightbeen the last version. Gernot have wrote basic on those date have lost its purpose and people even write phyton or such language instead. Even glbasic competer, darkbasic and blitzmax/blitz basic is gone.

But yes, he is right on this point. but we also talked about a steam release as well property to ditch all platforms, except Windows and HTML5. HTML5 had a quite nice progressing, which would been possible to use that in the future, and then example use PhoneGab to wrap the code into app for Android, Ios, Mac as well eventuelly Linux.

So if you ask me, glbasic 15 could property been the last version you will see from us. Basic is gonna to been outdated , sadly. Im did also like glbasic my self.

But if we countinue to Work with glbasic, its could been under a new name, and then focus 100% only to Windows and HTML5 and steam. Rest will simply just been ditched. HTML5 have simply have been approve very much since some of the last years.

While im polish my new games (its pretty much ready for release), im have seen AUTUOPAUSE TRUE does not work at all on Windows 10. Sound is disabled/enabled as intended, but the sub rutines is newer called.

Since Lobo suddently jims in and want to do some graphics for the game (first time that happens), then im have went back to a project im scrapped for some years ago (hence the source code for the prototype is currectly removed). Its a fun game to get back too. Later its can being a Spectrum Next game? We let see. A version to C64 could been fun too. But for now its a Windows game :-). Im have currectly no plans to release the game to mobile platforms.

Here is a early look of that game...<

Yes, the graphics have been in much better since that. Currectly im have graphics for 5 Worlds.

This topic has been moved to Bug Reports.

This is really more a bug. so moved to there.

GLBasic - en / STDOUT does not working?
« on: 2018-Jan-18 »
Im a doing a little pixel palette application to convert images to Spectrum Next, so im need the graphics video. but when that is used, then STDOUT does NOT work at all. Its does nothing at all, and im have no idea how to declare __AllocConsole() to been send to the commandpromth when running from there or from a bat file.

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