I was actually looking for techniques to compress images other than RLE compression since I know that one. I was just wondering if there are any other simlpe enough compression methods. And about the RLE method would it be possible for me to store the repeating pattern as a 5-bit number instead...
Oh sry. Wat I meant was that they are 32x30 graphic sprites. That are going to be saved as a file. I was just wondering what some good compression techniques for that file were although not complex ones like zip files just plain and simple compression techniques like RLE compression or...
Yeah I'm making graphics in SCREEN 13. The tiles are all going to be 32x30x256 so 32 pixels wide, 30 pixels long and each pixel has a possibility of 256 different colors. Do you know of any good compression techniques that would work specifically with this kind of arrangment? Could you tell some...
Well, I found out that &H1CE9 is the address for SCREENs other than 0 color for the PRINT argument. Well, I don't really see how ne1 (besides me) can use this information, but I don't think it's common knowledge. It did save me though from writing a whole new Print routine with a custom font...
After a whole mess of testing it seems that in &H1C96 in qb45 is the number stored for the color in the PRINT statement. Could some people test this out for me and see if it works in their version of qb and on their computer? It only works for SCREEN 0 and is a little faster than the COLOR...
I'm not too big on usin libraries since I don't learn anything from them. Do you know where I could find some good SVGA tutorials (doesn't matter the language)? thx :-)
You see I'm going to be writing an NES emulator and I heard this is the best Mode for one. Well, I searched everywhere trying to find specs on Mode Q and only found one place (that didn't explain it well). Thx SJZero, but I sort of wanted to write the whole routine and things myself and just get...
Well, you can get SVGA in Qbasic using asm, but it doesn't matter anymore. I found out how to change an 8-bit palette into Qbasic's 6-bit one. Thx neway :-)
How would you do that? All I get is white pixels put randomly when I use the method of drawing pixels in screen 13. I know why that happens and all, but then how would you draw graphics using the memory at A000:0000. Are the colors stored somewhere else in memory? thx :-)
Could someone tell me how I would read a file byte by byte?
The file would be like "wgfggert$%#%23r4s" and I want to read it byte by byte so instead of getting the whole string on each line put into a variable I want each byte of it to be put into different variables.
Like i would read from it...
To truly understand peek and poke and what they do you would have to learn ASM although I don't reccomend u do that yet.
Well, peek reads memory and poke writes to it. Don't worry if you accedentally do something wrong and put in wrong values. You can't mess up the ROM and when you accidentally...
Well then would there be any way to tell Qbasic that one of my arguments is not essential without like rewriting qb lol. Thx tsh73 and qbking for helpin me out thus far :-)
Just saying that saving SCREEN 12 with BSAVE is different than with SCREEN 13. SCREEN 13 has one byte in each location for the color, but SCREEN 12 is different as that it saves each pixel and color in a totally different way since that each pixel is not a byte. When ever I BSAVE SCREEN 12 and...
Oh i think i get it.......I'll try that. Lol i never would have even thought of that (your smart, I dumb lol), but then it would be harder to remember all the parameters in the sub or function. You said it was impossible, but doesn't Qbasic's regular commands let you do that most of the time...
Yeah I wanted to get an unsigned integer (so 0 to 65535) in qbasic without it being long, but it was just a curosity question neway so i could just use LONG. The only way i found is that for some reason HEX CONSTants were 16-bit unsigned so i figured maybe there was another way for non...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.