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 thread  Author  Topic: GLIB  (Read 1066 times)
David Williams
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xx GLIB
« Thread started on: Aug 3rd, 2014, 01:20am »

GLIB is a small library of graphics routines for 2D, bitmap-based game making. It was created very much with the demo/trial version of BB4W in mind (it's just under 8Kb in size). In the Zip folder linked-to below is GLIB.BBC (currently v0.04beta and undocumented), and an unfinished demo game called Blaster. It works with the demo version of BB4W. Just about. A significant chunk of Blaster's code is taken up with generating bitmap graphics. I don't think I can finish the program because it was made for the demo version of BB4W (as a personal challenge), and I've run out of memory (I wanted it to be entirely self-contained). embarassed

GLIB.BBC goes into BB4W's LIB folder.

http://1drv.ms/1nfPuN9


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« Last Edit: Aug 3rd, 2014, 02:32am by David Williams » User IP Logged

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xx Re: GLIB
« Reply #1 on: Aug 3rd, 2014, 8:14pm »

on Aug 3rd, 2014, 01:20am, David Williams wrote:
I don't think I can finish the program because it was made for the demo version of BB4W (as a personal challenge), and I've run out of memory (I wanted it to be entirely self-contained).

I take it that you're referring to the trial version of v5.95a, in which the available memory was doubled (from 8K to 16K, by default, and from 12K to 24K when HIMEM is raised to its maximum extent). So you're considerably better off than you would have been with earlier versions!

The trial version of v6.00 doubles the available memory again, to 32K by default and 48K when HIMEM is raised (partly to compensate for the doubling of space used by 'variant' numeric variables and the 50% increase in the size of string descriptors). The full version 6.00 provides 2 Mbytes by default and 512 Megabytes maximum.

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David Williams
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xx Re: GLIB
« Reply #2 on: Aug 4th, 2014, 12:57am »

on Aug 3rd, 2014, 8:14pm, Richard Russell wrote:
I take it that you're referring to the trial version of v5.95a, in which the available memory was doubled (from 8K to 16K, by default, and from 12K to 24K when HIMEM is raised to its maximum extent). So you're considerably better off than you would have been with earlier versions!


Indeed, that's largely what motivated GLIB's development, otherwise I wouldn't have bothered (no one but me's going to use it, anyway). It's also more a personal 'challenge' thing as I wanted to make a series of 16K games that can be run with the trial version of BB4W (v5.95a).


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« Last Edit: Aug 4th, 2014, 01:02am by David Williams » User IP Logged

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xx Re: GLIB
« Reply #3 on: Aug 4th, 2014, 2:22pm »

In case anyone might be interested, I've made a small multi-part demo of GLIB. Nothing at all fancy. It automatically cycles through most of GLIB's graphics routines. It runs under the trial version of BB4W (v5.95a), as well as, of course, the full version.

http://1drv.ms/1o6kN39

You will need to copy GLIB.BBC into BB4W's LIB folder; the demo (Demo.BBC) won't run straight out of the Zip folder.

If anyone's serious about making a game with GLIB (lol!), then feel free to contact me. I'll give you whatever documentation you may need (although I'd expect you to at least have looked at the code in Demo.BBC first).

Will probably now attempt a GLIB-powered Pac-Man/Snapper clone, runnable on the trial version of BB4W. Should be a nice challenge.


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