Search found 61 matches
- Wed Sep 01, 2021 2:44 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Need second opinion on ASM snippet (MULTIKEY issues)
- Replies: 0
- Views: 109436
Need second opinion on ASM snippet (MULTIKEY issues)
I need the opinion of someone who knows assembly and the obscure intricacies of messing with pointers in an interrupt because I'm an ASM noob. I used to use Milo Sedlacek's MULTIKEY assembly code to replace the keyboard interrupt service routine because up until recently, it never failed to deliver....
- Sun Aug 22, 2021 11:31 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Missing game: Hackman
- Replies: 1
- Views: 30174
Missing game: Hackman
I've been looking for Hackman (the first one) by James Robert Osborne (aka Wisdomdude.) I'm certain it exists since his old website mentions the game, but I've been unable to locate any copy of it on the Internet. Most QB repositories still provide a link to either Hackman 2 or 3 (or both,) but neve...
- Wed Aug 18, 2021 9:28 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: File search in QB without crash
- Replies: 2
- Views: 34082
Re: File search in QB without crash
I wrote an answer, but I'm dumb and tired so I'm revising it. Short answer to your problem: you don't have to search all folders and keep track of the whole directory tree starting from the root IF you parse your folders linearly (one scope at the time.) That means you only need to keep track of fol...
- Thu Jan 21, 2021 3:25 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: structure array within a structure
- Replies: 2
- Views: 34455
Re: structure array within a structure
QBasic doesn't support namespaces, which is what I think you're trying to do with "maindata." I'm afraid you'll have to create a set of shared variables instead (see this topic for shared variables.) It's dirty but there's no other way that I'm aware of: DIM SHARED mdStoreName AS STRING * ...
- Sat Jan 16, 2021 9:22 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: shortening loading time for call absolute
- Replies: 4
- Views: 40867
Re: shortening loading time for call absolute
Way back when, we used to simply store assembly code in hexadecimal text-form in DATA statements... I'd replace the target string with an INTEGER array and use POKE to fill it faster. This would remove the need for the CHR$() and would also avoid resizing strings on-the-fly, which is much slower tha...
- Tue Jan 05, 2021 10:47 am
- Forum: News and Announcements
- Topic: QB 4.0 ERROR: Length incorrect with certain string variables
- Replies: 1
- Views: 31526
Re: QB 4.0 ERROR: Length incorrect with certain string variables
Fairly certain it's working as intended. Fixed-length strings will always return the same length, regardless of their content. DIM v AS STRING * 50 v = "Fifty" PRINT "*";STRING$(50, "-");"*" PRINT "*";v;"*" Consider the following: DECLARE F...
- Sun Jan 03, 2021 3:19 pm
- Forum: QBASIC and QB64 Questions & Answers
- Topic: Caling custom interrupt without using "call interrupt"
- Replies: 1
- Views: 30033
Re: Caling custom interrupt without using "call interrupt"
That's probably more an ASM question than a QB question. Anyway, a while back Hans Lunsing wrote a replacement for Call InterruptX in assembly so QBasic 1.1 could also support interrupts. The code is available right here . I don't know much about assembly but it should be possible to retrieve the in...
- Tue Dec 22, 2020 3:44 pm
- Forum: News and Announcements
- Topic: PlayMATE - a PLAY composer
- Replies: 3
- Views: 34871
Re: PlayMATE - a PLAY composer
Okay, I think I removed the crash on exit bug again. Let's see how long that lasts. Version .4 fixes a few things (like changes not warranting a confirmation prompt, and some crashes caused by saving/loading empty documents) and includes folder browsing for file load/save. Also, the interface librar...
- Sat Dec 12, 2020 8:02 am
- Forum: News and Announcements
- Topic: PlayMATE - a PLAY composer
- Replies: 3
- Views: 34871
Re: PlayMATE - a PLAY composer
Let me know how it goes; I worked a little bit more on it (v.4, it's not online) and the crash on exit came back. I still have no idea what's the cause of this thing, or how it vanished in v.3...
- Tue Nov 24, 2020 8:31 am
- Forum: News and Announcements
- Topic: PlayMATE - a PLAY composer
- Replies: 3
- Views: 34871
PlayMATE - a PLAY composer
I'm not much of a musician so writing PLAY strings from scratch can be a hassle for me... so I wrote a PLAY "tracker" to provide visual support. Right now, it features simple stuff like changing time signature and tempo, copy/insert bars, transposition and note length rescaling. It can imp...
- Fri May 08, 2020 7:56 pm
- Forum: News and Announcements
- Topic: Panda BLAST!
- Replies: 23
- Views: 134790
Re: Panda BLAST!
I gave it another go, I hope this prevents the lock up. There's still no proper sound mixing and no ISR, but if it can at least play reliably one sound at a time, then I'm okay with it for now (that's enough to fix the previous games.)
- Wed May 06, 2020 4:49 pm
- Forum: News and Announcements
- Topic: Panda BLAST!
- Replies: 23
- Views: 134790
Re: Panda BLAST!
Also just for kicks I took out all my sound configs from my autoexec.bat and config.sys and wavetest behaved the exact same way. (even played the sound still). Yeah, that's on me: if there's no config string found, it defaults to "A220 I5 D1 H5" (base port 0x220, IRQ 5, low DMA 1, high DM...
- Mon May 04, 2020 5:20 pm
- Forum: News and Announcements
- Topic: Panda BLAST!
- Replies: 23
- Views: 134790
Re: Panda BLAST!
But at least there's sound, so it's getting somewhere... I should probably stop the DMA transfer manually, or maybe attempt auto-init DMA transfer, which would also provide sample mixing... I'm just not sure how to do it yet... I'll look into it, thanks again for your help!
- Sat May 02, 2020 10:05 am
- Forum: QBASIC and QB64 Questions & Answers
- Topic: how to share Common declare between modules
- Replies: 6
- Views: 69256
- Sat May 02, 2020 9:56 am
- Forum: News and Announcements
- Topic: Panda BLAST!
- Replies: 23
- Views: 134790
Re: Panda BLAST!
I suppose I could pull my overdrive chip out of the expansion slot and see how it runs on a 25MHz 486SX but that thing is wedged in there pretty good right now. Thanks for the help Erik! I'm fairly certain removing the overdrive chip won't be necessary... last patch fixed a stupid mistake where I w...
- Fri May 01, 2020 4:47 pm
- Forum: News and Announcements
- Topic: Panda BLAST!
- Replies: 23
- Views: 134790
Re: Panda BLAST!
Okay, I think I have some sound code that should work. It kind of works in VirtualBox (as well as it could given VB's faulty DMA transfer status port emulation and the lack of support for the SB16 command 0x41) but it works perfectly under DOSBox (but then my other junky code also worked under DOSBo...
- Thu Apr 30, 2020 5:54 pm
- Forum: News and Announcements
- Topic: Panda BLAST!
- Replies: 23
- Views: 134790
Re: Panda BLAST!
Glad it gets the game running at least. I really need to check how I initialized mode Y in Panda. Given the vertical tear in the 13rd "slice of Doom," it could be an issue with the display page offset... that game was my first attempt at mode Y so this may explain that. Right now I'm havin...
- Thu Apr 30, 2020 9:14 am
- Forum: News and Announcements
- Topic: Panda BLAST!
- Replies: 23
- Views: 134790
Re: Panda BLAST!
Good news! I managed to get most games to crash under a virtual machine (I really need to get my hands on a genuine DOS PC.) Panda crashes when hovering one of the menu options, so it might be related to sound effects (although it shouldn't attempt to play anything if it fails to find the Sound Blas...
- Wed Apr 29, 2020 5:07 pm
- Forum: News and Announcements
- Topic: Panda BLAST!
- Replies: 23
- Views: 134790
Re: Panda BLAST!
Thanks for the feedbacks! Panda loads up to the title screen but once the mouse moves it gets hung up. That's kind of good news: Panda still uses some ASM code and CALL ABSOLUTE to get the mouse input, while Minesweeper DUO uses CALL INTERRUPTX. I replaced that part of the code and I'm eager to see ...
- Mon Apr 27, 2020 10:15 am
- Forum: News and Announcements
- Topic: Cody McCloud in: Rain of Terror
- Replies: 3
- Views: 52479
Re: Cody McCloud in: Rain of Terror
Glad you like it and thanks for the feedback, I really appreciate it!
For keyboard controls, right ctrl launches the ball and holding shift increases movement speed. I should probably add a way to customize controls in the menu.
For keyboard controls, right ctrl launches the ball and holding shift increases movement speed. I should probably add a way to customize controls in the menu.