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  Array FLOAT only works if global (solved)
Posted by: zarsoft - 2023-11-14, 01:45 AM - Forum: Bug Reports - Replies (4)

This program only works if the array is global.

Is this supose to work like this?

Code:
SUB Test
DIM T(3) AS FLOAT => {0.5,1.5,2.5,3.5}

PRINT
FOR i = 0 TO 3
  PRINT "T(";i;")= ";T(i)
NEXT i 

T(0) = 0.5
T(1) = 1.5
T(2) = 2.5
T(3) = 3.5

PRINT
FOR i = 1 TO 3
  PRINT "T(";i;")= ";T(i)
NEXT i 

PAUSE 0
END SUB

Test

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  S$(1) --> ERROR (solved)
Posted by: zarsoft - 2023-11-13, 05:09 PM - Forum: Bug Reports - Replies (1)

Code:
CONST w1$ AS STRING = "ERROR"
DIM w2$ AS STRING

w2$ = w1$
PRINT "-> ";w2$(1)
(this works)

Code:
PRINT "-> ";w1$
(this works)

Code:
PRINT "-> ";w1$(1)
(Error: constant is not a function)

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  NextBuild sprites
Posted by: Crivens999 - 2023-11-13, 11:08 AM - Forum: Help & Support - Replies (2)

Been using NextBuild for a little while, mucking around with my own editor for creating maps/sprs etc, got my scrolling tilemap working, but have hit a bit of a wall with sprites.
Ok so as far as I can gather the Next can handle 64 hardware sprites with 256 colours, or 128 hardware sprites with 16 colours (4bit).

When I use the InitSprites command I think this loads in upto 64 (or 128 for 4bit) sprites into the video memory (max is 16k). Then when I use UpdateSprite I can assign one of those sprite images (patterns in code) to a sprite ID. So I can use the same sprite image many times for my 64 onscreen sprites.

All good, except my main player is 4 sprites (32x32). It can move in 8 directions, and there are 5 animation frames. So in total 160 sprites just for the player.

So I'm running out of sprites. Now before I go mucking around reducing graphics to single sprite sizes, or using flipping/mirroring etc, then is it possible to use InitSprites, or some other command, to force load new images over the loaded ones? I was thinking of keeping the first 4 sprites just for the player and then just initialising those 4 sprites as the animation or direction changes. A quick test of using InitSprites (for the full 64 sprites) every frame shows this doesn't slow things down badly, so hopefully is possible. I don't really know ASM well enough to alter the InitSprites, but basically would be the same but with a starting point (so can init just the first 4 sprite, then the next 4 sprites (eg. for enemy)). 

Also is it possible to use 8bit graphics (256 colour) for the layer 2 tilemap, and 4bit graphics (16 colour) for the sprites?

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  Where is the return value? (solved but with exit error)
Posted by: zarsoft - 2023-11-08, 06:16 PM - Forum: Help & Support - Replies (6)

LET s$ = "1+1"
LET s$ = CHR$(_VAL) + """" + s$ + """"
LET r = EvalBasic(s$)

How do I get the return value of VAL ?

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  Wrong math (solved)
Posted by: zarsoft - 2023-11-08, 10:43 AM - Forum: Bug Reports - Replies (4)

PRINT SIN 1
Gives: 0.841461181640625 (wrong)

LET v = 1
PRINT SIN v
Gives: 0.84147098 (right)

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  POINT = ? (solved)
Posted by: zarsoft - 2023-11-02, 10:50 AM - Forum: Bug Reports - Replies (1)

Where is the POINT function?

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  VAL = ? (solved)
Posted by: zarsoft - 2023-10-31, 04:33 PM - Forum: Bug Reports - Replies (8)

f$ = "1+2"
PRINT VAL(f$)
gives 3

PRINT VAL("1+2")
gives 0

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  The Blue Diamond
Posted by: zarsoft - 2023-10-03, 06:53 PM - Forum: Gallery - No Replies

Click HERE to play online.
[Image: 2.png]

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  The Towering Inferno
Posted by: zarsoft - 2023-09-27, 12:01 AM - Forum: Gallery - No Replies

Click HERE to play online.
[Image: Towering%20Inferno%20(2022)%20%5bStarsoft%5d.png]

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  up7
Posted by: zarsoft - 2023-08-13, 09:30 PM - Forum: Gallery - No Replies

Game up7 written in Pascalated BASIC.

To play online, click HERE.
[Image: Up7%20(Boriel)%20(2023)%20%5bStarsoft%5d.png]

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