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Qbasic "like" compilers/interpreters => FB Projects => Topic started by: Adigun A. Polack on September 17, 2005, 09:09:14 PM



Title: Here comes a preview of the forthcoming new AFlib2!!
Post by: Adigun A. Polack on September 17, 2005, 09:09:14 PM
Most grandly dearest QB45/QB71/FB community,

Hello and such magnificent blessings to you all tonight!!!  :king: !

For those of you wondering about RelLib to be ported to FB, then hey, better look no further!  ^_-=b  I am so truly and generously proud to introduce to you a preview of what could well be the most talked about “8-bit graphics library”-based wrapper for Angelo Mottola’s GFXlib2: AFlib2, or Aura Flow Library 2, based upon the potentially many original implementations of RelLib from QB itself, straight to FreeBASIC!!!

This one definitely promises to be a grand successor to both the original AFlib (released for QB from at least three years back!) and even RelLib itself!!  Please, take a daring look at these shots:

(http://forum.qbasicnews.com/users/file.php?id=177) (http://forum.qbasicnews.com/users/file.php?id=178) (http://forum.qbasicnews.com/users/file.php?id=179)

......and this is just the beginning already!!  :D

I, Adigun Azikiwe Polack, am the official and current developer of this newest library wrapper for Aura Flow, the game development group behind the forthcoming FB shmup Frantic Journey!  And right now, I have already started the creation of AFlib2, and so far it has:

    •
Translucent Pixels
• Translucent Filled Boxes
• Wu-lines
• Wu-pixels
• At least five (5) custom 8x8 fonts, each with custom italicization and scaling (ala RelLib!)!![/list]
.....and we are *only* warming up!!!  ^_- !

Next in the development of this, I am gonna plan on get the 8-bit sprite routines (translucent-, one-color-, and collision-based) from the Space Impakto demo to fit into this forthcoming new lib.  And AFlib2 so far is not gonna even be released until it is all completely finished and ready.  Also, please do not ask me for the source code to this lib because I am working on adding the new implementations to it to be eventually ready for release indeed when it comes.

However, I am gonna need your help and support on this one, to please provide me the ideas/routines for the following to be placed into AFlib2:

    •
8-bit gamma sprites
• 8-bit sprite scaling/rotation ala CosmoX/QB (I don’t know how to code the proper workings of it yet!  :( )
• 8-bit screen smoothing/anti-aliasing
• 8-bit water effects (ala RelLib 5.0)[/list]

.......and any working ASM code(s) inside of a FreeBASIC source code that are based on either of them are truly well appreciated!!!  d=:D=b  After all, this is a group effort, and I am flat determined to make this lib a most successful one in FreeBASIC just like RelLib did for QuickBASIC!!!

Thank you all so very much, and I hope you enjoyed this beautiful little preview!  ;)  God bless you!!!



GIVING YOU MY FIRST AWESOME LOOK TONIGHT,

(http://forum.qbasicnews.com/users/file.php?id=32)
Adigun Azikiwe Polack
One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”


Title: Here comes a preview of the forthcoming new AFlib2!!
Post by: Rattrapmax6 on September 17, 2005, 09:49:32 PM
This stuff will be native to FreeBASIC?  :D

 :cry: <-- Tears of joy <--


Title: Here comes a preview of the forthcoming new AFlib2!!
Post by: barok on September 17, 2005, 10:54:50 PM
So, this is AFLIB 2...   The original one used qb's interrupts and absolutes, aka assembly...  does this mean that AFLIB 2 will use inline assembly?


Title: No kidding about that, man! ^-^=b
Post by: Adigun A. Polack on September 17, 2005, 11:16:14 PM
To Rattrapmax6:

Quote from: "As part of your reply tonight, you really"
This stuff will be native to FreeBASIC?  :D


Why, absolutely yes!!!  d=:D=b !  Started around 2-3½ months ago, I implemented an idea already of converting RelLib to FB in a custom-based way: by simply writing the new FB source code from the rather ground up to faithfully replicate at least some to many of the graphics calls and functions of the QB originals AFlib and RelLib, with as much FB knowledge as I do know, Rattrapmax6.  And I will be certain to continue with even more implementations, with awesome new features on the way — like the very newest 8x8 fonts and more custom graphics routines (like translucent 8-bit circles!), for instance.

Bear in mind this, please: the functionality of RelLib and AFlib (fresh from QB!) is gonna be there as much as ever in the new AFlib2 in FB, but the commands of the new lib here are gonna be totally different so far from what you’d expect from both RelLib and AFlib.  I will hopefully talk more about this later as this thread develops, ok?  :wtnod:

For most of AFlib2 so far, I customized it to place the implementations and new commands of the graphics routines from RelLib up there, and for some of them, some of the routines that I will be putting for this new library wrapper in FB is gonna be ASM-based.  Unfortunately, I *do not* know to create any proper ASM in FB myself ( :( ), but Relsoft — the wonderful ASM master that he is — is behind the original ASM-based codes from the Space Impakto demo in FB, and it originally included 8-bit sprite collision, color, and translucent routines.  And I am gonna implement them into AFlib2, too!  You just wait and see!  ;)=b

Rattrapmax6, I thank you so much for your timely reply tonight.  See you later as I start burning the midnight oil on this very lib!!!  :cool:



(http://forum.qbasicnews.com/users/file.php?id=32)
- Adigun Azikiwe Polack
One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”


Title: Here comes a preview of the forthcoming new AFlib2!!
Post by: TheDarkJay on September 18, 2005, 10:04:25 AM
Hmm, me and my rpg engine will enjoy this.

This will mean i can havetext in it with different fonts...YAY!!! (That was a lame attempt at a slight joke)

I've been secretly making a rpg engine thingy, not like my forest on but with a level editor and stuff, yay!


Title: Here comes a preview of the forthcoming new AFlib2!!
Post by: marzecTM on September 18, 2005, 10:53:37 AM
uhm it's a port but it won't share the same interface as rellib/aflib? and where is frantic journey?

could somebody port ugl too :p


Title: More progress is arriving now in so little time! ;)
Post by: Adigun A. Polack on September 18, 2005, 05:56:45 PM
To all of you:

AFlib2 is already making some progress and some serious strides as well, even as we speak!!  ;)  Observe!

(http://forum.qbasicnews.com/users/file.php?id=180) (http://forum.qbasicnews.com/users/file.php?id=181)

As you can see, the translucent lines are now implemented successfully for the development of this lib (THANK YOU, DrV!!  :D ! ), and the translucent circles have even made it in, too!  We have only just begun, folks!!!  :cool:

Since I do not know any proper ASM whatsoever at the moment, I am doing whatever I can in FreeBASIC (natively, I shall add!  ;) ) to optimize things.  Hang tight!



And to Richard Eric M. Lope (aka Relsoft):

Hello to you here, and, since AFlib2 is gonna be a group project, be sure to read my opening post of this thread so that you will know what we’re tackling here, ok?  Now so far, most of my translucency routines (pixels, circles, lines, and boxes) are all in pure 100% FB, but, even in case you can code once more as well, please PM me and we will make arrangements to convert the material (and the very best of RelLib, as well!) into ASM format to then be placed back into FreeBASIC!!  :D=b  Won’t that be good, huh?



See you all later, everyone, as I continue to rock this new joint with what I know how to do in FB here for this lib!!!  :king:



(http://forum.qbasicnews.com/users/file.php?id=32)
- Adigun Azikiwe Polack
One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”


Title: Here comes a preview of the forthcoming new AFlib2!!
Post by: DrV on September 18, 2005, 07:43:17 PM
Hmm, I don't remember helping with transluncent lines, but ok.  :D   Looks really good so far - I'm looking forward to some RelLib effects that I haven't seen implemented that way in any other libs, like the water and smooth effects.  If you need any help with that converting to ASM, just post it on these forums or the ones at freebasic.net, and I'm sure someone will be able to help you. :)


Title: Oops! Pardon me, DrV, I spotted my little mistake. ;)
Post by: Adigun A. Polack on September 18, 2005, 08:57:44 PM
To DrV:

About the translucent lines routine, I have done it out of POINT and PSET in FB, all with the help of one of Rel’s 3D Tutorials (particularly Chapter 3, I am guessing, but correct me if I am wrong on that!  :) ! ).  Up to now, I have been looking for quite some good line algos from all over the internet besides the regular FB LINE command, because I have had some major trouble in getting the lines to work properly in translucent form.  And lo and behold, I found that *wonderful* little line algo right here somewhere within  http://forum.qbasicnews.com/viewtopic.php?p=114206, as it simply became my inspiration for me to convert it successfully to graphics form to work in the way that I originally intended for it to be, you know that?  :D  Upon further checking just now, I found that it originally came from Dr_Davenstein, not from you, so pardon me for thanking you by accidental mistake on that line algo.  I got my names totally mixed up tonight!  :lol: !

And correcting myself from that last post going into this one, I got Dr_Davenstein to thank indeed on that line algo, really.  And that is now official, because I want to make sure we have everything on the up and up here.  ;)=b !

It is such a pleasure to have you in this thread, DrV.  Be catching you later!!!  :king:



WITH SUCH A SHEER PASSION FOR DEVELOPING THIS LIB,

(http://forum.qbasicnews.com/users/file.php?id=32)
Adigun Azikiwe Polack
One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”



UPDATE (on September 21, 2005 at 1:03pm EST): The new “Mode-7”-based tile scrolling, support for PP256 sprites, and the mosaic graphics effect all have just been implemented last night!!!  :D  Have a look:

(http://forum.qbasicnews.com/users/file.php?id=182) (http://forum.qbasicnews.com/users/file.php?id=183)
(Mosaic graphics effect in action!)

(http://forum.qbasicnews.com/users/file.php?id=184)
(“SNES Mode-7”-like material like you have never seen before in higher graphics resolutions in FreeBASIC!!!  :cool:=b )

You can download these tests here:

    •
AFlib2 Mosaic Test (http://forum.qbasicnews.com/users/file.php?id=185)
• AFlib2 Mode-7 Test (9-21-2005) (http://forum.qbasicnews.com/users/file.php?id=187) (arrow keys — instead of numbers — are used to control Cameras X and Y!)[/list]
.....and check ‘em out for yourself today!  Thank you everyone!!  :king:


Title: Here comes a preview of the forthcoming new AFlib2!!
Post by: speedlemon on September 21, 2005, 05:17:41 PM
Wow AAP, this is just getting better and better! Keep up the hard work bud!  8)


Title: Here comes a preview of the forthcoming new AFlib2!!
Post by: Rattrapmax6 on September 21, 2005, 08:31:17 PM
hehe.. cool  8)


Title: An EXCLUSIVE first: new tweaked fullscreen modes in FB here!
Post by: Adigun A. Polack on September 23, 2005, 01:27:11 PM
To all of you again:

Hello to you all today, and *please* pay very close and important attention to what I have to say here.  :) !  I have just now discovered a way in this forthcoming lib to custom-tweak the normal fullscreen graphics modes in MS-Windows to reveal brand-new pseudo ones, like this:

(http://forum.qbasicnews.com/users/file.php?id=188)

...and this....

(http://forum.qbasicnews.com/users/file.php?id=190)

.....so easily and efficiently!!  And best of all, it is even done on all fullscreen 8-bit modes up to 1024x768 so far!!!  :D !

You know, they remind me of a topic called “New and never-before-seen QB graphics modes discovered! (http://forum.qbasicnews.com/viewtopic.php?t=7891)” that I have originally started on these QBasicNews.com forums back on Tuesday, January 11, 2005.  I said there that I was gonna do a tutorial based on it, but I have not got around to it as of yet ( :( ), BUT I WILL get on with it as more and more time becomes available, so please be patient for that!  ;)=b

In the meantime, you can download this newest AFlib2 test here entitled:

    •
AFlib2 GFX Tweak Test 1 (http://forum.qbasicnews.com/users/file.php?id=189)[/list]
.....and just you dare imagine all the AWESOME stuff that you are gonna to do with your games and projects using this very library by Aura Flow that we are talking about!!  Quite a first in FreeBASIC, huh?  Alright, be seeing you all as you enjoy this, and God bless!!!  :D !!



BRINGING YOU SOMETHING REALLY SO SPECIAL,

(http://forum.qbasicnews.com/users/file.php?id=32)
Adigun Azikiwe Polack
One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”



UPDATE (on September 26, 2005 at 1:54pm EST):  I am so ABSOLUTELY thrilled to say that the all-new tweaked and custom 8-bit graphics resolutions for AFlib2 are now finally complete at last!!!  d=:D=b !  Now, users of this new lib in FB can enjoy working in such rather special (and even exclusive!!) graphics modes in fullscreen as:

    •
320x100x256
• 320x120x256
• 400x150x256
• 512x192x256
• 640x200x256
• 640x240x256
• 720x240x256
• 720x288x256
• 800x300x256
• 1024x384x256
• 1152x432x256
• 1280x512x256
• 1600x600x256

(http://forum.qbasicnews.com/users/file.php?id=191)[/list]
....and such panorama-based modes as:

    •
160x200x256
• 160x240x256
• 200x300x256
• 256x384x256
• 320x400x256
• 320x480x256
• 360x480x256
• 360x576x256
• 400x600x256
• 512x768x256
• 576x864x256
• 640x1024x256
• 800x1200x256

(http://forum.qbasicnews.com/users/file.php?id=192)[/list]

.....and, I will bet now that some of the resolutions here will *definitely* remind you of the famous Mode-X resolutions in both QuickBASIC and DOS alike, but, they are made much better in MS-Windows (at least!  ;) )!!

You may check out and behold the graphics resolutions by downloading this here:

    • AFlib2 GFX Tweak Test (Updated 9-26-2005!) (http://forum.qbasicnews.com/users/file.php?id=193)[/list]
    .....and do enjoy them so richly, ladies and gentlemen!!  Thank you!!!  :king: !


    Title: Here comes a preview of the forthcoming new AFlib2!!
    Post by: MystikShadows on September 26, 2005, 03:33:39 PM
    Wow, and I mean that in the most surprised way ;-).  lol

    AFLIB2 is simply looking better and better everytime there's an update, no ifs and buts about it.  Looks like you're progressing quite well, and quite fast might I add. It's good to see the time and energy you spend on it.

    I'm no Nostradamus, but I predict an awesome success to this library.  and I really don't think I'll be wrong about it.  With all the work you're putting into it, it deserves nothing less. :-)

    Awesome work, and I can't wait to see what else will pop up from your hard and dedicated work my friend :-)


    Title: Okay. I got a BIG heads-up for you all on AFlib2!! (^-^)v
    Post by: Adigun A. Polack on October 10, 2005, 05:59:31 PM
    To all of you once again:

    I would like for all of you to pay REAL serious attention to some rather exciting news here.  :D

    So far since my previous post here, I have been working on a whole lot more for the development of AFlib2 lately.  And here is what I have successfully implemented just now:

    __________________________________________________________________
      •
    Full Scale2X support for ALL of the full-screen resolutions in this very order:
      ___________________________________
      » 320x200x256 graphics mode
      » 320x240x256 graphics mode
      » 400x300x256 graphics mode
      » 512x384x256 graphics mode
      » 640x400x256 graphics mode
      » 640x480x256 graphics mode
      » 720x480x256 graphics mode
      » 720x576x256 graphics mode
      » 800x600x256 graphics mode
      » 1024x768x256 graphics mode
      » 1152x864x256 graphics mode
      » 1280x1024x256 graphics mode
      » 1600x1200x256 graphics mode[/list]

      • Full Scale4X support for ALL of the full-screen resolutions in this very order:
        ___________________________________
        » 320x200x256 graphics mode
        » 320x240x256 graphics mode
        » 400x300x256 graphics mode
        » 512x384x256 graphics mode
        » 640x400x256 graphics mode
        » 640x480x256 graphics mode
        » 720x480x256 graphics mode
        » 720x576x256 graphics mode
        » 800x600x256 graphics mode
        » 1024x768x256 graphics mode
        » 1152x864x256 graphics mode
        » 1280x1024x256 graphics mode
        » 1600x1200x256 graphics mode[/list]

        • Horizontal Scanlines (normal and one-colored versions!)

        • Vertical Scanlines (normal and one-colored versions!)

        • Vertical Screen Flips (remember the classic ‘80s and ‘90s arcade games that supported the “Screen Flip” feature?  :cool: )
        [/list]
        __________________________________________________________________

        And, here is a new demo that I have prepared for all of you on AFlib2, and it shows you all of the vertical screen flips that can be used in your programs using this new lib!  Observe carefully!!  ;)=b

        (http://forum.qbasicnews.com/users/file.php?id=200)
        This is the default 400x300 screen of this new demo here.

        (http://forum.qbasicnews.com/users/file.php?id=201)
        Now, watch the picture flipped vertically right before your eyes, all with precise ease using this lib!  d=:D=b

        Keep in mind that it actually supports *all* of the 8-bit graphics modes — up to as much as a whopping 1600x1200x256 one, too — that support full-screen (rather than just windowed alone)!!  :king:

        You can download the AFlib2 Vertical Screen Flip Test in two parts entirely: here (part 1) (http://forum.qbasicnews.com/users/file.php?id=198), and here (part 2) (http://forum.qbasicnews.com/users/file.php?id=199).

        Thank you all so very much, and I’m a plan on implementing up a custom AFlib2 Scale2X/Scale4X test for ‘ya as fast as I can before the deadline of QB Express #15, alright now?  Hey, with plenty of excitement building and building, be seeing you later!!!  (^-^)v !!



        BRINGING HOME SOME GROUND-BREAKING NEW TECHNOLOGIES INTO AFLIB2,

        (http://forum.qbasicnews.com/users/file.php?id=32)
        Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”



        UPDATE (on October 14, 2005 at 1:14pm EST):  As promised, here comes the AFlib2 Scale2X/Scale4X tests that you can be so amazed by in this following download:

          •
        AFlib2 Scale2X/Scale4X Test (http://forum.qbasicnews.com/users/file.php?id=202)[/list]
        .....and also as promised, I made it *right* before the deadline of issue #15 of QB Express, too!!!  d=:D=b !  And with this one, AFlib2 is now the VERY FIRST-EVER FreeBASIC library in existence that has Scale2X, Scale4X, and now the Scale8X implementations that I have just done recently.  Plus, expect some translucency-based fades during this demo, too!  ;)



        UPDATE (on October 15, 2005 at 4:33pm EST):  Stop the presses, because I have just unleashed and programmed in an all-new, NEVER-BEFORE-SEEN ‘waterfall’ effect exclusively for AFlib2!!!  Check this!!  :cool: !

        (http://forum.qbasicnews.com/users/file.php?id=204)
        This screenshot may not convince you of a real waterfall, but seeing it in sheer action certainly will and then some!!!  ;)

        Download my newest test here:
          •
        AFlib2 Waterfall Test (http://forum.qbasicnews.com/users/file.php?id=203)[/list]
        ......and enjoy it quite richly, ladies and gentlemen!  Thank you again so much!!!  :king:=b !!



        UPDATE (on October 23, 2005 at 10:45pm EST):  Yo, get a load of what I just came up with tonight for the continuing implementations of AFlib2!!!  :D !

        (http://forum.qbasicnews.com/users/file.php?id=208) (http://forum.qbasicnews.com/users/file.php?id=209) (http://forum.qbasicnews.com/users/file.php?id=210)
        (http://forum.qbasicnews.com/users/file.php?id=211) (http://forum.qbasicnews.com/users/file.php?id=212) (http://forum.qbasicnews.com/users/file.php?id=213)

        And would you imagine that they are all beautiful to look at in 8-bit?  YOU BET!  ;)  Just in are the Drawing Primitives test for this new lib, and you can check it out in this following download:

          •
        AFlib2 Primitives Test (http://forum.qbasicnews.com/users/file.php?id=207)[/list]

        .......and included are the 19 new routines that you will soon be using:

          •
        AF2.TransPixel
        • AF2.WuPixel
        • AF2.WuPixelT
        • AF2.TransLine
        • AF2.WuLine
        • AF2.TransBox
        • AF2.WuBox
        • AF2.TransBoxF
        • AF2.TransCircle
        • AF2.TransCircleF
        • AF2.WuCircle
        • AF2.WuCircleT
        • AF2.Triangle
        • AF2.TriangleT
        • AF2.WuTriangle
        • AF2.TriangleF
        • AF2.TriangleFT
        • AF2.GouraudTri
        • AF2.GouraudTriT[/list]
        Right now, they are currently developed in pure-FB (or pure FreeBASIC, just so you know!  :cool: ), so some of them may be a little slow at the moment.  Also, notice that there is a translucent filling bug in the command AF2.TransCircleF, but hey, at least it is better than nothing, right?  :wtnod:

        Now with all of that in mind, please enjoy this all-new test!!!  \(^-^)/ !


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: TheDarkJay on October 25, 2005, 06:53:37 AM
        This looks AWESOME. The Waterfall effect...*drools*....everything *drools some more*...so *OMG the room has filled with drool*


        Title: Here comes an all new and important AFlib2 test!!! ^_-=b !
        Post by: Adigun A. Polack on October 31, 2005, 07:42:33 PM
        To all of you tonight:

        I got some thrilling news for ‘ya, so better pay real big attention right here to what I gotta say.  :king: !

        Now, let me show you first of all the full-fledged characters of ALL TEN (10) of my custom fonts built in to AFlib2:

        (http://forum.qbasicnews.com/users/file.php?id=216) (http://forum.qbasicnews.com/users/file.php?id=217) (http://forum.qbasicnews.com/users/file.php?id=218) (http://forum.qbasicnews.com/users/file.php?id=219) (http://forum.qbasicnews.com/users/file.php?id=220)
        (http://forum.qbasicnews.com/users/file.php?id=221) (http://forum.qbasicnews.com/users/file.php?id=222) (http://forum.qbasicnews.com/users/file.php?id=223) (http://forum.qbasicnews.com/users/file.php?id=224) (http://forum.qbasicnews.com/users/file.php?id=225)

        Like them?  They are all based off of a full 256-character ASCII set.  MAN, It took quite a lot of hard work and determination to come up with all of that, and praise God that He has first enabled me that hard work and determination indeed.  And that is just for starters, too.  ;)

        Also, in this original FreeBASIC library, there are two ways for you to write your text on the screen: normal and optimized.  :D  

        Here is the thing: with the normal way, you have an 8x8 text that can actually scale, italicize, and can be displayed in either a dazzling array of colors or just as a single color, all akin to the great RelLib!!  As for the optimized way, get ready for an intense shocker right here: you can actually grab your character sets and in any of a phenomenal grand total of 32 different slots (yep, you *heard* right!  :cool: ), and then use them to write your text RATHER MUCH faster than the normal way, but only this time, the new mind-blowing features are gonna be tacked on such as text translucency, text brightness control, real-time text typing, text fading in and out (without even making a littlest scratch to the 256-color palette in an 8-bit mode at all!), and a whole lot more!!!  ^-^=b !

        Take such a good, GOOD look at these next shots:

        (http://forum.qbasicnews.com/users/file.php?id=230) (http://forum.qbasicnews.com/users/file.php?id=231)

        ......and with a special routine supporting the regular GET/PUT sprite placements in GFXlib2, you can even write to a buffer, too!!  Check these out:

        (http://forum.qbasicnews.com/users/file.php?id=232) (http://forum.qbasicnews.com/users/file.php?id=233)
        (http://forum.qbasicnews.com/users/file.php?id=234) (http://forum.qbasicnews.com/users/file.php?id=235)

        You wanna see them all in full bloom?  Alright then, here is this next download that I have just whipped up tonight for you all:

          •
        AFLib2 Font Test (http://forum.qbasicnews.com/users/file.php?id=229)[/list]
        Enjoy, and start dreaming about implementing them in your programs and games in FB, even as soon as I finish this lib and set it for release to all of you as well!  Peace!!!  d=:D=b !



        ONE STEP AHEAD,

        (http://forum.qbasicnews.com/users/file.php?id=32)
        Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Torahteen on November 01, 2005, 03:00:18 AM
        :o

        Need I say more? This would be great for my GUI. Do any normal windows fonts come with it? That is, Courier, Times New Roman, Arial, Lucida, etc.


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Dr_Davenstein on November 01, 2005, 06:23:52 AM
        Lookin' good.  Just for reference... the optimized sets display faster than the normal sets, right? ;)


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Jocke The Beast on November 01, 2005, 06:41:04 AM
        Yeah, looks sweet.


        Title: Let us answer some stuff here, shall we? ;)
        Post by: Adigun A. Polack on November 01, 2005, 02:25:02 PM
        To Torahteen:

        Quote from: "From during your reply here, you asked me this question that"
        Do any normal windows fonts come with it? That is, Courier, Times New Roman, Arial, Lucida, etc.


        Unfortunately not, sad to say.  :(  BUT, according to the way I set it all up on from that Font Test you just saw, you *can* create your own 144x144 BMP sheet of your own custom 8x8 or 9x9 font of any color or group of colors you wish!  It must, though, be placed in such a position that it actually matches the positioning placements of any font set, just like the ones that were shown from my previous post in this thread you are looking at now.  Then, with AFlib2 in place, you can BLOAD the BMP sheet of your own custom font indeed (can be your own version of either Windows-based font or whatever you like, if you prefer!  ;)=b ), and then capture it as a 256-character ASCII-based set in one of the slots ranging from 1 to 32.  Then you can freely use it as an optimized font, my man!!  :D

        And all of that is what I will position this lib to do.  No question about that, Torahteen, and thank you so much, by the way!  :king:



        And next today, I will go to you, Dr_Davenstein:

        Quote from: "As for your reply, man, part of it"
        Just for reference... the optimized sets display faster than the normal sets, right? ;)


        Yes, they sure as heck do, obviously!  d=:D=b  I have discovered so firsthand on the comparison between the normal and optimized font settings, because I found out simply that printing text on the screen here out of a normal font setting of AFlib2 is at least a bit slower (since they are based in native PSET and LINE commands in FB), whereas printing the exact same text out of an optimized one can be mastered in full in a lot shorter time than ever, since I have obviously used GET and PUT commands, as well as some heavy-duty tweaking and experimenting with the ASM side of FB for the different translucency routines and stuff, you know what I mean?  :) !

        Thanks a lot to you for your fine question, good man!  (^-^)//



        And finally, over to Jocke the Beast:

        Hey, thanks so much to you as well!  :wtnod:=b  You know, it will be *really* so amazing for such an excellent FreeBASIC RPG and stuff to be made using AFlib2 when it gets released eventually, because man, I am currently going out of my very way to make programming in GFXlib2 and FB much easier and simpler, right down to the very loading of the PP256-based sprites, too!  You just hang on and see, Jocke!  :D



        All of you, get your hopes up as I continue working on this lib, because next, I am gonna be setting up now the custom screen-fading routines that do not even interfere with the 256-color palette at all.  Ever.  ;)  Bye for now as I prepare for this, guys!!!



        WORKING SOME FB MAGIC THIS AFTERNOON,

        (http://forum.qbasicnews.com/users/file.php?id=32)
        Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Torahteen on November 01, 2005, 02:52:36 PM
        Quote
        WORKING SOME FB MAGIC THIS AFTERNOON


        This afternoon? My friend, you've been working magic for quite some time now. Keep it up!


        Title: Boy, have I got something *good* for you tonight!!
        Post by: Adigun A. Polack on November 05, 2005, 12:45:50 AM
        To all of you tonight:

        I want to greet you all again here as I deliver the sure goods here!!!

        Ok.  I promised you from my last post here that I was gonna set up some custom fading without the interference of the 256-color palette in an 8-bit mode, and here it is!  Look!!  :D !

        (http://forum.qbasicnews.com/users/file.php?id=236)

        And this is just a delicious taste of what you will see in my next all-new test for AFlib2 available for download:

          •
        AFlib2 Screen Test (http://forum.qbasicnews.com/users/file.php?id=239)[/list]
        Also, memory-wise, I have just implemented a way in this very lib to store (and you had just *better* get ready for this!  :D ) up to a grand total of 64 DIFFERENT SCREENS AT ONCE!!  Wow, you can’t get no better than that, and best of all, it can possibly be done through any 8-bit graphics mode of your choice at all, fullscreen or windowed!!!  d=;)=b !

        Have a peek right here, right now:

        (http://forum.qbasicnews.com/users/file.php?id=237) (http://forum.qbasicnews.com/users/file.php?id=238)

        The drawing modes for the stored screen blits are:

          •
        Transparent (skipping Color #0)
        • Translucent (see-thru)
        • PSET (FB PUT-based)
        • PRESET (FB PUT-based)
        • AND (FB PUT-based)
        • OR (FB PUT-based)
        • XOR (FB PUT-based)[/list]
        ......with some of them buffer-supported as well also!!  :cool:

        Hope you enjoy it richly now, and talk to you later as I plan to work on a lot more!!!  :king: !



        BRINGING YOU THE BEST,

        (http://forum.qbasicnews.com/users/file.php?id=32)
        Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Dr_Davenstein on November 05, 2005, 12:52:35 AM
        64 screens at once?

        :lol:

        Holy shit! That's insane! Have you tried using all 64 screens at the same time? I, for one, would like to see a demo with some sprites. If this thing has any speed, you should go ahead and make a regular game lib out of it. ;)

        Keep it up!


        Title: Let’s tell you about the 64 screens, man.
        Post by: Adigun A. Polack on November 05, 2005, 01:54:07 AM
        To Dr_Davenstein:

        Yes, 64 screens at one time is a helluva lot if you ask me, man, you know?  :D

        And no, I have not tried to put 64 screens in simultaneously (so as to blit them all in in a row!), but rather in that test from just tonight, I got them all in separately for testing purposes, one at a time.  At first I started out with only 8 screens, but then when I tested them out and found out that they all worked great, I was like, “What the hey, huh?  I am boosting this up to 64 screens!!”.  That is exactly what was done tonight.  Make no mistake about that, Dr_Davenstein.  ;) !

        Just as I was programming and testing this one in FB, some ideas that sparked into my mind there included adding a “Stored Screen”-to-sprite collision detection, which I am gonna plan on doing, and I *just* might do it, too!  Understand?  :cool:

        With all of that in mind here from this post, you have yourself a great weekend, Dr_Davenstein!!!  d=:D=b !



        (http://forum.qbasicnews.com/users/file.php?id=32)
        - Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Dr_Davenstein on November 05, 2005, 02:04:06 AM
        Quote from: "AAP"
        Just as I was programming and testing this one in FB, some ideas that sparked into my mind there included adding a “Stored Screen”-to-sprite collision detection, which I am gonna plan on doing, and I *just* might do it, too! Understand?  


        Do you mean to have a pixel perfect collision detection layer? That would be really cool. A versatile game lib is one of the major things that FB needs(besides a way easy gui maker, imho) to get some newbie people making games... More often than not, these people have the most original ideas... even if they are far fetched sometimes.  :lol:
        Nevertheless, good work, and keep it up!  :P

        btw: How much of this are you doing in ASM?


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Torahteen on November 05, 2005, 02:12:25 AM
        My man AAP, you've done it again. Please keep up the good work.


        Title: Let us put our ideas into clearer focus now.
        Post by: Adigun A. Polack on November 05, 2005, 03:19:54 AM
        To Dr_Davenstein again:

        In essence on AFlib2, about me making it into a game library now, thank you so much for bringing that up.  ^-^=b !  So yes, just like RelLib seriously did for good ‘ol QB, this original lib here in FB is to be used for such high-caliber 2D games in 8-bit mode as truly as ever.  Speed, performance, sprites, collisions, and everything!  I can promise you that myself!!  :cool:

        As for a pixel-perfect collision layer, yeah.  I am gonna go along the lines of that, definitely.  Currently, that is all in terms of the stored screens here.  I will see if I can prepare up a batch of it this weekend, and if I do get it out into the open here, hey, expect to see it right here in this thread, you got me loud and clear?  :D



        And to Torahteen once more:

        Thank you once again so much for that comment!!  :king:  Hey, in addition to me making AFlib2 into a game library in FreeBASIC, it can also be used for GUIs and other stuff as well, too, so just stay tuned!  ;) !



        Dr_Davenstein and Torahteen, you two wonderful people are a real pleasure to have around here and I thank you both richly for your positive feedback and support!!!  Check ‘ya later!  (^-^)//



        (http://forum.qbasicnews.com/users/file.php?id=32)
        - Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)”



        UPDATE (on November 9, 2005 at 4:37pm EST):  And now, all of you, brace yourselves now for this awesome new AFlib2 test which is:

          •
        AFlib2 Screen Collision Test (http://forum.qbasicnews.com/users/file.php?id=240)[/list]
        ......and it features such amazingly good “stored screen”-to-sprite collision detection as well as the collision detection between two (2) stored screens!!!  :D  Watch!

        (http://forum.qbasicnews.com/users/file.php?id=241) (http://forum.qbasicnews.com/users/file.php?id=243)

        Notice the red circle I put on the second screenshot of this post.  This just shows you the preciseness of it all because it is all pixel-perfect collision detection, and boy it is VERY FAST, I must daresay!!!  ;)=b

        Enjoy this brand new test, everybody!!!  :king:


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: MystikShadows on November 09, 2005, 07:22:04 PM
        Wow, that's getting to be quite impressive :-).  and from the test I just did, you're right it does seem very fast. :-).

        Excellent work as usual Adigun.  Always can't wait to see what will be in AFLIB next :-).


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Dr_Davenstein on November 09, 2005, 08:54:23 PM
        I second that... I got 64 fps in screenres 1024x768. That means it was running alot faster, I'm sure because my vsync seems to be locked by the system somewhere. I haven't been able to find a way to turn it off. It's even set to application controlled  in the video card's settings.  :roll:

        Anyway, Good Job! Keep it up! :wink:


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Torahteen on November 09, 2005, 08:59:15 PM
        I love the bouncing circles part. That is the coolest. Keep up the excelent work my man. You're on fire for sure. Can't wait for the first release.


        Title: A new 2D starfield test for AFlib2 is up tonight, folks!!
        Post by: Adigun A. Polack on November 19, 2005, 08:21:07 PM
        To all of you this night:

        I got a brand-new test for you yet again, this time though, it is all about this special built-in 2D starfield effect that I *will* be implementing into AFlib2 as continued developments get deeper and deeper!!  :D !

        The idea for implementing this starfield effect indeed came clearly from when I was attempting to make the test code for it into a FB library, and then when I got the perks and setup of coding all of that (using that just-made lib!), it all worked GREAT!!!  ^-^=b !

        Anyway, here are a couple of shots to get you into the mood for what I am talking about:

        (http://forum.qbasicnews.com/users/file.php?id=245) (http://forum.qbasicnews.com/users/file.php?id=246)

        ......and here is the download for it right here:

          •
        AFlib2 2D Starfield Test (http://forum.qbasicnews.com/users/file.php?id=244)[/list]
        Enjoy, and see you again!!!  :king:



        JUST MAKING THE MAGIC HAPPEN,

        (http://forum.qbasicnews.com/users/file.php?id=32)
        Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”



        UPDATE (on November 20, 2005 at 3:51pm EST):  I have just updated this test to include one-colored starfields, normal and translucent, plus the same starfield types (from the original) all now being drawn in a buffer that I will also implement into this lib!!  Have a look at this download:

          •
        AFlib2 2D Starfield Test (Updated 11-20-2005) (http://forum.qbasicnews.com/users/file.php?id=248)[/list]
        Thanks once again, ladies and gentlemen!!!  :cool:=b



        UPDATE (on November 24, 2005 at 6:32pm EST):  A MOST HAPPIEST THANKSGIVING TO ALL OF YOU, and what a rather perfect time for me to give you all something truly marvelous that I am working on for AFlib2 just for kicks, you know?  Take a glimpse!!!  :D !

        (http://forum.qbasicnews.com/users/file.php?id=249)

        This is my custom image that I have *just now* created this Thanksgiving night, and also, these are the custom filters that I have created so far to apply to the screen!!

          •
        Mosaic (http://forum.qbasicnews.com/users/file.php?id=250) (already created, but improved upon now!)
        • Patchwork (http://forum.qbasicnews.com/users/file.php?id=251)
        • Stained Tile (http://forum.qbasicnews.com/users/file.php?id=252)
        • Glass Wall (http://forum.qbasicnews.com/users/file.php?id=253)
        • Oil Paint (http://forum.qbasicnews.com/users/file.php?id=254)
        • Quilt (http://forum.qbasicnews.com/users/file.php?id=255)
        [/list]
        Awesome, aren’t they?  ;)=b  Now currently, these filters are best recommended for use in a higher resolution 8-bit graphics mode such as 800x600, and the filters are created exclusively for AFlib2 as well!!!  Be seeing you, and thank God Almighty for all of you, QB45/QB71/FB community!!!  d=:D=b !!


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: MystikShadows on November 24, 2005, 10:58:30 PM
        Oh my God!!!  Adigun, that screenshot is absolutely amazing.   It looks simply amazing.  Could you explain (briefly) how you arrived at that screenshot?  

        This is definitaly higher quality material here.  No two ways about that :-).   Is it just me or is that everytime you add a special filter or an added effect the results just come out even more amazing than the previous sample(s) you show us?  Man, I really like that last screenshot alot.  And to know AFLIB2 did it, wow.  

        Simply awesome work, I said once and I'll keep on saying it.  You're making your own version of a miracle in AFLIB2 :-) you're really pushing the limits of the library even further with every new feature you add.   Excellent Work Adigun.  

        Talk to you soon my friend :-).


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Anonymous on November 24, 2005, 11:09:02 PM
        looks Coo


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Agamemnus on November 24, 2005, 11:43:12 PM
        Interesting..

        Let me ask you something.. LINE and PSET commands in QB, at least, had several layers from the native (i.e.: fastest) drawing functions of the computer. How does this work with your library? How many levels is it from the native drawing functions? I know that you are probably adding one level by using FB's basic drawing functions instead of directly (somehow)..... and how much would FB's basic drawing functions be slower than DirectX commands?


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Torahteen on November 25, 2005, 12:27:55 AM
        Looking awesome my man. Please keep up the good work. I can't wait for the first release.


        Title: Let’s take in some answers here, shall we? ^-^
        Post by: Adigun A. Polack on November 25, 2005, 12:43:58 AM
        To Agamemnus:

        Quote from: "From during your reply to this tonight, you"
        LINE and PSET commands in QB, at least, had several layers from the native (i.e.: fastest) drawing functions of the computer. How does this work with your library? How many levels is it from the native drawing functions?


        I have no idea what the exact answer is on either question, sorry to report (especially with a lot of complicated work and stuff for me to implement for AFlib2 sometimes, you know how it is).  :(  But I do most honestly know this, Agamemnus: so far only the LINE command has been used once in the Mosaic filter; and for the rest of the filters just shown tonight, the CIRCLE command in FB has been used two to four (2-4) times in total per remaining filter so far, which is all that I can honestly remember on them.  :wtnod:=b

        And since I do not know ASM very much (other than experimenting with it in FreeBASIC just to make sure right results are implemented in the output as desired!  ;) ), I had to do the filters in pure-FB.  Period, end of the conversation.  And that is all that I know to help you get the point across, man.

        Finally, I have *never* even experimented myself with the DirectX drawing functions directly, but hey, I am just doing whatever I can to bring the filters to you.  GUARANTEED.  (^-^)v !

        Thanks for your reply, Agamemnus, and an awesome coming weekend to you!



        And turning over to you three now, Torahteen, Cha0s, and MystikShadows:

        Hey, thank you all so much for your wonderful comments on this, guys!!  :D  Look, you know what I am gonna do, huh?  I am gonna plan on making the exact same filters buffer-supported as well in FB for this lib (since I have not gotten around to it yet!), and as well, the PP256 font routines have successfully been implemented recently this week, too, with different translucencies, custom fading effects, and more!!!  I will plan at least a new test or two to be arranged for this weekend, sound cool with you all?  ;)



        To all four of you together, Agamemnus, Torahteen, Cha0s, and MystikShadows, I richly thank you all so very much tonight for your wonderful time well spent, and talk to you all soon, hear me?  :king:



        (http://forum.qbasicnews.com/users/file.php?id=32)
        - Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Torahteen on November 25, 2005, 01:53:37 AM
        Hey, you deserve every bit. This is one project I won't stop following.


        Title: Ok! Here is the new filter test for AFlib2, so let’s go!!
        Post by: Adigun A. Polack on November 27, 2005, 02:28:37 AM
        To all of you today:

        An absolutely awesome new week to you all!!!  :king: !

        I clearly said from my last post here that I was gonna arrange at least a new test or two indeed for this weekend that we are already in, and right now I am bringing one out to you for your surefire download and enjoyment:

          •
        AFlib2 Filter Test (http://forum.qbasicnews.com/users/file.php?id=257)[/list]
        With this download, you now have a definite witnessing at the AFlib2 filters that I already showed you as you experience them in a much deeper way than ever!  No bull here, just awesome stuff, so I plain double-dog-dare you to try it with your own 256-color (or 8bpp) .BMP pics in this test given to you, now!!!  :D=b !

        One *important* thing to remember, people: the .BMP extension is required when typing in the filename during this new test indeed.  ;)

        Alright.  Talk to you all later as you enjoy this, with the PP256 font test for AFlib2 coming up a little later on!!  Bye for now!!!  :cool: !



        BRINGING YOU SOMETHING PHENOMENAL TO EXPERIENCE FOR YOURSELVES,

        (http://forum.qbasicnews.com/users/file.php?id=32)
        Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Anonymous on November 27, 2005, 06:28:39 PM
        looks quite good =) the only thing i noticed, is that it seems if you'd render the effects into the buffer, you would have to make the buffer a little bigger than you needed, because of strange anomalies along the bottom and right of the patterns.


        Title: Now supporting PP256 fonts, here comes the score test!! ^_-
        Post by: Adigun A. Polack on December 05, 2005, 01:29:49 AM
        To all of you now:

        Brand-new test again for AFlib2, only this time, it actually supports the use of a PP256-based font.  Why?  Because, I have done the scoring routines on them just now (glad I did it!!  :D ! ), so please take a look:

        (http://forum.qbasicnews.com/users/file.php?id=259) (http://forum.qbasicnews.com/users/file.php?id=260)

        ....and then take a download of this one:

          •
        AFlib2 PP256-based Score Test (http://forum.qbasicnews.com/users/file.php?id=258)[/list]
        ......and better start imagining this one for your FB game projects, even for when the first release of AFlib2 comes!!  :king:=b

        So far as well, I am gonna tweak up the score routines for the optimized 8x8 fonts, and when I get it done before this new week is out, expect a test based on these to come, ok now?

        In the meantime, do enjoy this and thank you so much!!!  ;)



        MAKING IT ALL HAPPEN,

        (http://forum.qbasicnews.com/users/file.php?id=32)
        Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: Torahteen on December 05, 2005, 04:47:04 PM
        Another awesome test. Perfect for any ol' game. Keep up the good work.


        Title: Here comes a preview of the forthcoming new AFlib2!!
        Post by: TheDarkJay on December 05, 2005, 05:02:00 PM
        How long until the first version is released???


        Title: Further progress on this lib is coming in already!
        Post by: Adigun A. Polack on December 05, 2005, 09:13:22 PM
        To TheDarkJay:

        AFlib2 will be released in early 2006 as the main goal here, but if I can get it done before then (and that includes the forthcoming documentation that I have not even gotten to yet), I just *might* release it earlier than that.  Be real patient and hang tight now, for I solemnly promise you right here that it would SURE be worth it, man!  :cool:=b



        And to all of you tonight:

        I have just now done another new test for AFlib2, this time entitled:

          •
        AFlib2 Optimized Score Test (http://forum.qbasicnews.com/users/file.php?id=266)[/list]
        .....where another version of the same recent scoring routines apply for the optimized versions of any of my 10 custom fonts also!!  Have a glimpse at this one!  ;)

        (http://forum.qbasicnews.com/users/file.php?id=262) (http://forum.qbasicnews.com/users/file.php?id=263)

        And even then, I still have some more left to do — including the horizontal screen-flipping routine and some checks and testings as well as the forthcoming AFlib2 doc indeed — all before this thing gets released out to you.  Patience is sure a virtue, you know.  :D



        All of you, see you again, and thanks a lot once more.



        (http://forum.qbasicnews.com/users/file.php?id=32)
        - Adigun Azikiwe Polack
        One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
        Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
        Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”



        UPDATE (on December 11, 2005 at 12:25pm EST):  The new horizontal screen flips are *now* completed at last, and it took me a while to get them in there, too!!!  :D=b !

        Picture this kind of flipping on the following image here, for instance:

        (http://forum.qbasicnews.com/users/file.php?id=268) (http://forum.qbasicnews.com/users/file.php?id=269)

        As you can see, this is a horizontal screen flip of an original pic of a shiny glass bubble that I have made just earlier today ( ;) ! ), and it is done fast and effortlessly through the sheer power of AFlib2!!

        Hey, with all that in mind now, do feel free to download this all-new test entitled:

          •
        AFlib2 Horizontal Screen Flip Test (http://forum.qbasicnews.com/users/file.php?id=267)[/list]
        ......and be sure to enjoy it richly as I now begin tests on getting ALL of my routines together in one single separate FB source-code and compiling it into a FreeBASIC library!  Later!!!  :cool:



        UPDATE (on December 12, 2005 at 1:15pm EST):  From earlier today — particularly in the early morning — I successfully gathered up all of my routines to make one HUGE source code of the whole AFlib2 project for the first and coming version already!  And when I say HUGE, I plainly mean so because it all amounts to nearly 5 megabytes long (or close to 5,000,000 bytes!).  Then, I tried compiling that very source code here into a FB library file some number of times, with some trial and error.  However, after tidying up the code and finally ran it through the FreeBASIC v0.15b stable compiler to make a lib out of it, at first I thought that it was doing it as quick as usual, but when I saw that blinking cursor in a DOS window after 10 minutes or so, I felt, “PLEASE do not tell me that FB is stalling!  :-? ! ”.  BUT, FB really was not stalling at all, it was only taking its thorough time in compiling all the elements and the routines and everything in the source code together to make an FB library file out of it, thank God!!!  d=:D=b  Eventually, I was so patient though it all, as the whole thing only took around close to a half hour to be done, so all and all, AFlib2 was a 100% successful compile!!!  Now THAT is something to be rejoicing about, everyone!!!  (^_-)v !!



        UPDATE (on December 12, 2005 at 10:22pm EST):  I must announce to all of you that the resulting FB library file of AFlib2 came out weighing at somewhere between 6 and 7 megabytes!  Man, talk about the biggest FreeBASIC-created library to date so far!!!  :cool:  To its major advantage, now 2D game programming in FB has gone a WHOLE rather lot easier to master, such as this simple program that you can do inside of this very lib:

        [syntax="FreeBASIC"]'===============================================================
        ' A F l i b 2   W e l c o m e   P r o g r a m
        '===============================================================
        'This program in AFlib2 presents to you some of the absolutely
        'amazing powers that this library in FreeBASIC can harness!!!
        '
        'Enjoy!!!  ^_-=b !
        '
        '
        '                                        - Adigun Azikiwe Polack
        '                               One of the Founders of Aura Flow
        '                    Developer of "AFlib2 - Aura Flow Library 2"


        Option Explicit


        ' First, we rev up AFlib2!!!
        '---------------------------------------------------------------
        '$include: 'AFlib2.bi'


        ' Next, we set up our arrays!
        '---------------------------------------------------------------
        Dim as Integer GFX.Width, GFX.Height, Lightctrl, In_and_out
        Dim as ImageType AFlib2pic


        ' Now, setting up the graphics mode to a 320x200 resolution,
        ' 256 colors (8-bit), fullscreen, with 2 pages!!
        '---------------------------------------------------------------
        ScreenRes 320, 200, 8, 2, 1


        ' Let's extract the exact size of the screen resolution (using
        ' ScreenInfo), and get rid of that mouse pointer too!  ^-^
        '---------------------------------------------------------------
        ScreenInfo GFX.Width, GFX.Height
        SetMouse , , 0


        ' Setting the work page to Page 1, with the display page set to
        ' Page 0 (which is gonna be the screen we can see out of!  :D ).
        '---------------------------------------------------------------
        ScreenSet 1, 0


        ' Initializing and loading up our BMP file here, with the
        ' *exact* size coordinates of the picture within this file
        ' indeed!
        '---------------------------------------------------------------
        AF2.InitSpr_BMP AFlib2pic, 160, 92, "AFlib2_mini.bmp"


        ' Setting up our starfield, in just ONE line!!  ^_-
        '---------------------------------------------------------------
        AF2.StarInit 300


        Lightctrl = 0
        In_and_out = 0


        ' Now, we display/move our starfield and show our .BMP image
        ' flawlessly, with custom fading of the picture itself upon
        ' startup and exit.  It is all done in a Do-Loop pattern here.
        ' You can exit this test with the "ESC" key.
        ' ^^
        '---------------------------------------------------------------
        Do

          ' Since all the blitting is being drawn on Page 1 (our work
          ' page), we first clear the screen to the color 0 with the
          ' "AF2.ClearScreen" command here before doing anything else in
          ' the loop.  Like drawing in animation frames here, you know?
          '---------------------------------------------------------------
          AF2.ClearScreen 0


          ' Let's get the starfield into display and moving to the left
          ' now!
          '---------------------------------------------------------------
          AF2.StarMotion 300, 1, 0
          AF2.StarMove 300, AF2.Left, 5


          ' Blitting our pic, with custom fades built in!!  :D
          '---------------------------------------------------------------
          AF2.SprBlit_brightness 0, 40, Lightctrl, @AFlib2pic.p_data[AFlib2pic.p_dataindex[1]], GFX.Width, GFX.Height


          Locate 1, 1: ? "Welcome to AFlib2!!!"


          ' Now comes the REAL magic here: we turn an ordinary 320x200
          ' graphics mode into a 160x200 MODE IN 256 COLORS, using the
          ' command "AF2.LowRes_horiz"!!!  (^-^)//
          '---------------------------------------------------------------
          AF2.LowRes_horiz


          ' Setting our custom sync to the potential of 60fps average with
          ' "AF2.CustomSync 3"!
          '---------------------------------------------------------------
          AF2.CustomSync 3


          ' We zap the contents of what we drawn into our display page
          ' (Page 0), using "ScreenCopy"!!  :D
          '---------------------------------------------------------------
          ScreenCopy


          ' Waiting for the user to press the "ESC" key....
          '---------------------------------------------------------------
          If inkey$ = Chr$(27) then In_and_out = 1


          ' This is our If-Then loop, where it is in position for our main
          ' Do-Loop pattern to be exited upon the user pressing the "ESC"
          ' key and our main pic fading out after that!
          '---------------------------------------------------------------
          If In_and_out = 0 then
            Lightctrl += 1: If Lightctrl > 31 then Lightctrl = 31
          End if
          If In_and_out = 1 then
            Lightctrl -= 1: If Lightctrl < 0 then Exit do
          End if

        Loop


        ' Removing our .BMP picture array safely so that we do not
        ' suffer any memory leaks upon exit!  ;)
        '---------------------------------------------------------------
        AF2.RemoveSpr AFlib2pic


        ' And that is that!!!  (^-^)v !
        '---------------------------------------------------------------[/syntax]

        And here now is the run-time result from inside the lib indeed, which is found in this download entitled:

          •
        AFlib2 Welcome Test (http://forum.qbasicnews.com/users/file.php?id=273)[/list]
        .....and in here, you are gonna witness some of the truly amazing stuff that you can do in a custom-tweaked fullscreen graphics resolution of 160x200 in 8-bit mode, real easy with NO hassles whatsoever!  No kidding!!!  :D

        One slight disadvantage though: the compilation to .EXE files using AFlib2 start at a size of at least 3.5 megabytes per .EXE (mainly due to how large the lib really is, perhaps).  But hey, it is just a minor price to pay to get all of that *phenomenal* 2D game programming power in 8-bit modes in this lib, that is for sure!!  Overall, not a bad trade-off in the long run if you know what I mean — especially for those working on big game projects like myself, too!  ;)


        Title: Here comes a brand-new scanlines example inside of AFlib2!!
        Post by: Adigun A. Polack on December 21, 2005, 12:11:44 AM
        To all of you:

        Right up front, pardon me here for posting twice in a row now.  :)  With that said, I got an ALL-NEW program example for AFlib2 that you can do inside of the lib itself, where it shows you some amazing things that you can do with scanlines, both vertical and horizontal!!

        But before I show it to you, though, let me give you a little peek-and-see here:

          (http://forum.qbasicnews.com/users/file.php?id=282)
          320x120 full-screen mode, with regular horizontal scanlines.

          (http://forum.qbasicnews.com/users/file.php?id=283)
          160x240 full-screen mode, with regular vertical scanlines.

          (http://forum.qbasicnews.com/users/file.php?id=285)
          320x120 full-screen mode, with custom-colored horizontal scanlines.

          (http://forum.qbasicnews.com/users/file.php?id=284)
          160x240 full-screen mode, with custom-colored vertical scanlines.[/list]
          ....and if you are all set, here is the example:

          [syntax="FreeBASIC"]'===============================================================
          ' A F l i b 2   S c a n l i n e   E x a m p l e
          '===============================================================
          'In this program for AFlib2, you will see some fine examples of
          'how to really implement the horizontal and vertical scanlines
          'in your FreeBASIC programs using this lib, easily and
          'efficiently!
          '
          'Be sure to enjoy this one now!!!  ^_-=b !
          '
          '
          '                                        - Adigun Azikiwe Polack
          '                               One of the Founders of Aura Flow
          '                    Developer of "AFlib2 - Aura Flow Library 2"


          Option Explicit


          ' First, we bring in AFlib2!!!
          '---------------------------------------------------------------
          '$include: 'AFlib2.bi'


          ' Next, let's set up a full-screen 256-color 640x480 mode with
          ' two pages, and remove that mouse pointer, too!  ;)
          '---------------------------------------------------------------
          Screen 18, 8, 2, 1
          SetMouse , , 0


          ' Now setting up our image array as a Ubyte here.....
          '---------------------------------------------------------------
          Dim image(640 * 480) as Ubyte


          ' Loading our .BMP picture file for use with the GET/PUT
          ' default buffer.....
          '---------------------------------------------------------------
          Bload "AF640x480.bmp", VARPTR(image(0))


          ' Setting our work page to Page 1 and our display page to Page
          ' 0 (which is our 'visible' screen that we can see!  :D )....
          '---------------------------------------------------------------
          ScreenSet 1, 0


          ' And now, we display our picture in both vertical and
          ' horizontal scanlines, all in regular and colored!!  
          '---------------------------------------------------------------

          Put (0, 0), image, Pset
          Locate 1, 1: Color 254: ? "Regular Vertical Scanlines with a"
          Locate 2, 1: Color 254: ? "320x480 tweaked resolution......"
          AF2.LowRes_horiz
          AF2.Scanlines_v
          ScreenCopy
          Sleep

          AF2.ClearKeyBuffer    ' <--- This command actually clears the
                                '      keyboard buffer for you!  ;)

          Put (0, 0), image, Pset
          Locate 1, 1: Color 254: ? "Regular Horizontal Scanlines with a 640x240 tweaked resolution......"
          AF2.LowRes_vert
          AF2.Scanlines_H
          ScreenCopy
          Sleep

          AF2.ClearKeyBuffer

          Put (0, 0), image, Pset
          Locate 1, 1: Color 254: ? "Colored Vertical Scanlines with a"
          Locate 2, 1: Color 254: ? "320x480 tweaked resolution......"
          AF2.LowRes_horiz
          AF2.ColorScanlines_v 51
          ScreenCopy
          Sleep

          AF2.ClearKeyBuffer

          Put (0, 0), image, Pset
          Locate 1, 1: Color 254: ? "Colored Horizontal Scanlines with a 640x240 tweaked resolution......"
          AF2.LowRes_vert
          AF2.ColorScanlines_H 51
          ScreenCopy
          Sleep

          AF2.ClearKeyBuffer


          ' Finally, we combine vertical and horizontal scanlines to make
          ' one interesting effect!!!  (^-^)//  Press any key here to
          ' exit.
          '---------------------------------------------------------------
          Do
            Put (0, 0), image, Pset
            Locate 1, 1: Color 254: ? "Now combining horizontal and vertical scanlines together....."
            AF2.ColorScanlines_H.Custom 0, 2, 24
            AF2.ColorScanlines_V.Custom 0, 3, 23
            Sleep 8
            ScreenCopy
            Put (0, 0), image, Pset
            Locate 1, 1: Color 254: ? "Now combining horizontal and vertical scanlines together....."
            AF2.ColorScanlines_H.Custom 0, 2, 22
            AF2.ColorScanlines_V.Custom 1, 3, 25
            Sleep 8
            ScreenCopy
          Loop while inkey$ = ""


          ' End of program.  Thank you!  ^_-
          '---------------------------------------------------------------[/syntax]

          .....and you can download the results of it right here:

            •
          AFlib2 Scanlines Test (http://forum.qbasicnews.com/users/file.php?id=281)[/list]
          I thank you so much for your wonderful attention tonight, people.  See you later now!!  :D



          SHOWING YOU SOMETHING GOOD TONIGHT,

          (http://forum.qbasicnews.com/users/file.php?id=32)
          Adigun Azikiwe Polack
          One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
          Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
          Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Mr Match on December 21, 2005, 12:37:46 AM
          Woah  :o

          Nice!  d=:wtnod:=b


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: speedlemon on December 21, 2005, 10:39:35 AM
          I was wondering what is the point of scanlines. just a cool effect? other than that, nice work aap. will be looking forward to this release. :wtnod:


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Torahteen on December 21, 2005, 10:04:33 PM
          Ah man... I'm gonna wet myself waiting for this lib. I want to make a simple game, and this would help me so much... I can't stand it! :humm: My head is going to explode. I hope you keep up your pace with this library. I can't wait for the release!


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: speedlemon on December 21, 2005, 10:11:21 PM
          seriously. can you hold it for about 1-2 months? :rotfl:


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Torahteen on December 21, 2005, 11:50:05 PM
          Ooh, but it hurts! Hurry!

          Nah, I'm kidding, but I seriously can't wait to get to use this thing. I was just hoping that my sense of urgency would make him want to finish it faster.  :D


          Title: The AFlib2 Mode-7 Test has just gotten much sweeter now!!
          Post by: Adigun A. Polack on December 24, 2005, 05:51:32 PM
          To all of you again:

          Something rather more exciting is on the way right here, so read on and listen!!!  :D

          I first said over at the “Gallery” section of the official AFlib2 pages on my site that the final product of this FB game library is gonna support tiles of 512x512 pixels, and that is seriously what I clearly meant!  ;)  Here is why.

          Take a look at this original 8-bit cloud image of 512x512 pixels that I made from just before Christmas Eve here:

          (http://forum.qbasicnews.com/users/file.php?id=286)

          ....and that is just part of this next new program that can be done inside AFlib2 to easily achieve such wonderful SNES-based Mode-7 effects, as seen originally in such outstanding games as F-Zero, Final Fantasy III, Super Mario World, and Chrono Trigger to name just a few!  :D=b  Have a look here in FB source-code form:

          Code:
          '===============================================================
          ' A F l i b 2   M o d e - 7   E x a m p l e
          '===============================================================
          'Remember the wonderfully splendid Mode-7 that was used on the
          'Super Nintendo/Super Famicom in such greatest classics as
          'F-Zero, Super Metroid, Final Fantasy III, and Chrono Trigger?
          'Well in this program for AFlib2, you will experience that very
          'effect and more as it is so faithfully reproduced in FreeBASIC,
          'right here!!  (^-^)v !  And best of all, you can achieve that
          'in *any* 8-bit graphics resolution you wish, too!!!
          '
          'I am sure you are gonna get a thrill out of this one, so do
          'enjoy!!!  :D
          '
          '
          '                                        - Adigun Azikiwe Polack
          '                               One of the Founders of Aura Flow
          '                    Developer of "AFlib2 - Aura Flow Library 2"


          Defint a-z
          Option Explicit

          '$include: 'AFlib2.bi'
          '$include: 'fbgfx.bi'

          Declare Sub ShadowPrint ( Byref text as String, _
                                    Byval x as Integer, Byval y as Integer, _
                                    Byval col as Integer, Byval sh.x as Integer, _
                                    Byval sh.y as Integer, Byval sh.col as Integer, _
                                    Byval chara.id as Integer )



          '==========================================================================
          '/////// S T A R T   O F   M A I N   P O R T I O N
          '==========================================================================

          Randomize Timer

          Dim Shared as ImageType Spr, BMPtest

          Dim as Integer SCR_WID, SCR_HEI

          Dim as String Path
          path = ""

          SCR_WID = 256
          SCR_HEI = 192
          ScreenRes SCR_WID, SCR_HEI, 8, 2, 0

          '----------------------------------------------------
          ScreenSet 1, 0
          AF2.DisplayAllChars 0, 0, 15, 0, 6
          AF2.OptimizeFontSet 0, 0, 1
          ScreenSet 0, 0

          AF2.InitSpr_PP256 Spr, path + "AF2Tiled.put"
          AF2.InitSpr_BMP BMPtest, 512, 512, "AF2_Cloud.bmp"
          '----------------------------------------------------


          AF2.ClearScreen 0

          Dim scalx, scaly, scalz, horiz, ang, cx, cy
          Dim FPSresult (1 to 9), CurrentFPS
          Dim Frames, t, stime, Screen_X, Screen_Y

          Gosub Mode7_Test
          FPSresult(1) = CurrentFPS

          SCR_WID = 320
          SCR_HEI = 200
          ScreenRes SCR_WID, SCR_HEI, 8, 2, 0
          Gosub Mode7_Test
          FPSresult(2) = CurrentFPS

          SCR_WID = 320
          SCR_HEI = 240
          ScreenRes SCR_WID, SCR_HEI, 8, 2, 0
          Gosub Mode7_Test
          FPSresult(3) = CurrentFPS

          SCR_WID = 400
          SCR_HEI = 300
          ScreenRes SCR_WID, SCR_HEI, 8, 2, 0
          Gosub Mode7_Test
          FPSresult(4) = CurrentFPS

          SCR_WID = 512
          SCR_HEI = 384
          ScreenRes SCR_WID, SCR_HEI, 8, 2, 0
          Gosub Mode7_Test
          FPSresult(5) = CurrentFPS

          SCR_WID = 640
          SCR_HEI = 400
          ScreenRes SCR_WID, SCR_HEI, 8, 2, 0
          Gosub Mode7_Test
          FPSresult(6) = CurrentFPS

          SCR_WID = 640
          SCR_HEI = 480
          ScreenRes SCR_WID, SCR_HEI, 8, 2, 0
          Gosub Mode7_Test
          FPSresult(7) = CurrentFPS

          SCR_WID = 800
          SCR_HEI = 600
          ScreenRes SCR_WID, SCR_HEI, 8, 2, 0
          Gosub Mode7_Test
          FPSresult(8) = CurrentFPS

          SCR_WID = 1024
          SCR_HEI = 768
          ScreenRes SCR_WID, SCR_HEI, 8, 2, 0
          Gosub Mode7_Test
          FPSresult(9) = CurrentFPS

          ScreenCopy
          Screen 13, 8, 0, 0
          Windowtitle "AFlib2 Mode-7 Test Results!"
          Locate 1, 1
          Color 15, 1: ? "----- AFlib2 Mode-7 Test Results: ----- "
          ?
          Color 14, 0: ? " 256x192 - ";: Color 15, 0: ? FPSresult(1); "fps (windowed only)"
          Color 14, 0: ? " 320x200 - ";: Color 15, 0: ? FPSresult(2); "fps"
          Color 14, 0: ? " 320x240 - ";: Color 15, 0: ? FPSresult(3); "fps"
          Color 14, 0: ? " 400x300 - ";: Color 15, 0: ? FPSresult(4); "fps"
          Color 14, 0: ? " 512x384 - ";: Color 15, 0: ? FPSresult(5); "fps"
          Color 14, 0: ? " 640x400 - ";: Color 15, 0: ? FPSresult(6); "fps"
          Color 14, 0: ? " 640x480 - ";: Color 15, 0: ? FPSresult(7); "fps"
          Color 14, 0: ? " 800x600 - ";: Color 15, 0: ? FPSresult(8); "fps"
          Color 14, 0: ? "1024x768 - ";: Color 15, 0: ? FPSresult(9); "fps"
          Locate 23, 1: ? "Press any key to end, please."
          AF2.ClearKeyBuffer
          Sleep



          '----------------------------------------------------
          AF2.RemoveSpr Spr
          AF2.RemoveSpr BMPtest
          AF2.RemoveFontSet 1
          '----------------------------------------------------

          End




          Mode7_Test:

          Windowtitle "AFlib2 " + Ltrim$(Str$(SCR_WID)) + "x" + Ltrim$(Str$(SCR_HEI)) + " Mode-7 Test - (c)2005 Aura Flow."
          ScreenSet 1, 0
          AF2.InitPP256pal path + "AF2rel.pal"
          scalx = 256
          scaly = 256
          scalz = 15
          horiz = 1
          ang = 90
          ScreenInfo Screen_X, Screen_Y

          Do
            AF2.ClearScreen 0
            AF2.Mode7_Top ( scalx, scaly, scalz, horiz, ang, cx, cy, (SCR_HEI / 2), (SCR_HEI / 2), @BMPtest.p_data[BMPtest.p_dataindex[0]], SCR_WID, SCR_HEI, 6 )
            AF2.Mode7_Bottom ( scalx, scaly, scalz, horiz, ang, cx, cy, (SCR_HEI / 2), ((SCR_HEI / 2) - 1), @Spr.p_data[Spr.p_dataindex[1]], SCR_WID, SCR_HEI, 3 )

            ShadowPrint "Scale X", 0, 0, 14, 1, 1, 0, 1: ShadowPrint "(keys Z, X):", 64, 0, 6, 1, 1, 0, 1: ShadowPrint LTRIM$(STR$(scalx)), 168, 0, 15, 1, 1, 0, 1
            ShadowPrint "Scale Y", 0, 8, 14, 1, 1, 0, 1: ShadowPrint "(keys A, S):", 64, 8, 6, 1, 1, 0, 1: ShadowPrint LTRIM$(STR$(scaly)), 168, 8, 15, 1, 1, 0, 1
            ShadowPrint "Scale Z", 0, 16, 14, 1, 1, 0, 1: ShadowPrint "(keys C, V):", 64, 16, 6, 1, 1, 0, 1: ShadowPrint LTRIM$(STR$(scalz)), 168, 16, 15, 1, 1, 0, 1
            ShadowPrint "Horiz", 0, 24, 14, 1, 1, 0, 1: ShadowPrint "(keys D, F):", 48, 24, 6, 1, 1, 0, 1: ShadowPrint LTRIM$(STR$(horiz)), 152, 24, 15, 1, 1, 0, 1
            ShadowPrint "Angle", 0, 32, 14, 1, 1, 0, 1: ShadowPrint "(keys Q, W):", 48, 32, 6, 1, 1, 0, 1: ShadowPrint LTRIM$(STR$(ang)), 152, 32, 15, 1, 1, 0, 1
            ShadowPrint "Camera X", 0, 40, 14, 1, 1, 0, 1: ShadowPrint "(keys " + CHR$(27) + ", " + CHR$(26) + "):", 72, 40, 6, 1, 1, 0, 1: ShadowPrint LTRIM$(STR$(cx)), 172, 40, 15, 1, 1, 0, 1
            ShadowPrint "Camera Y", 0, 48, 14, 1, 1, 0, 1: ShadowPrint "(keys " + CHR$(24) + ", " + CHR$(25) + "):", 72, 48, 6, 1, 1, 0, 1: ShadowPrint LTRIM$(STR$(cy)), 172, 48, 15, 1, 1, 0, 1

            If MultiKey(SC_Z) then scalx = scalx + 1
            If MultiKey(SC_X) then scalx = scalx - 1: If scalx < 1 then scalx = 1

            If MultiKey(SC_A) then scaly = scaly + 1
            If MultiKey(SC_S) then scaly = scaly - 1: If scaly < 1 then scaly = 1

            If MultiKey(SC_C) then scalz = scalz + 1
            If MultiKey(SC_V) then scalz = scalz - 1: If scalz < 1 then scalz = 1

            If MultiKey(SC_D) then horiz = horiz + 1
            If MultiKey(SC_F) then horiz = horiz - 1: If horiz < 1 then horiz = 1

            If MultiKey(SC_Q) then ang = ang + 1
            If MultiKey(SC_W) then ang = ang - 1: If ang < 1 then ang = 1

            If MultiKey(SC_RIGHT) then cx = cx + 1
            If MultiKey(SC_LEFT) then cx = cx - 1: If cx < 1 then cx = 1

            If MultiKey(SC_UP) then cy = cy + 1
            If MultiKey(SC_DOWN) then cy = cy - 1: If cy < 1 then cy = 1

            frames = frames + 1
            t = timer - stime
            If t > 2 then
              CurrentFPS = frames / t
              stime = timer
              frames = 0
            End if

            AF2.CustomSync fps70
            ScreenCopy
          loop until MultiKey(SC_Escape)
          Return

          '==========================================================================
          '/////// E N D   O F   M A I N   P O R T I O N
          '==========================================================================




          '__________________________________________________________________________
          Sub ShadowPrint ( Byref text as String, _
                            Byval x as Integer, Byval y as Integer, _
                            Byval col as Integer, Byval sh.x as Integer, _
                            Byval sh.y as Integer, Byval sh.col as Integer, _
                            Byval chara.id as Integer )

          Dim as Integer GFX.width, GFX.height
          ScreenInfo GFX.width, GFX.height

          AF2.OptimizedPrint_color text, x + sh.x, y + sh.y, sh.col, chara.id, 0, GFX.width, GFX.height
          AF2.OptimizedPrint_color text, x, y, col, chara.id, 0, GFX.width, GFX.height

          End Sub


          ....and I just put in a custom ShadowPrint routine to implement the optimized one-colored text with a shadow of another color, too.  :cool:

          Anyway, here is the result right here in this next and updated test entitled:

            •
          AFlib2 Mode-7 Test (updated 12-24-2005) (http://forum.qbasicnews.com/users/file.php?id=287)[/list]
          ....where it shows now that very cloud tile clearly on the top with the PP256-based seamless water tile on the bottom, with absolutely NO breakups whatsoever.  Man, you gotta experience it to be awestruck by it, yes!!!  (^-^)v

          Alright, be checking you all later now with even more examples, and God continue to bless you all!!  :king:



          CONTINUING TO INSPIRE YOU TODAY,

          (http://forum.qbasicnews.com/users/file.php?id=32)
          Adigun Azikiwe Polack
          One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
          Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
          Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”



          P.S.  About my AFlib2 documentation that I said that I was gonna be doing, I now got started on it, people!  :D  So far, I got a LONG way to go in there, as I only covered the opening title and the copyright page as well as the “Table of Contents”.  But, I am gonna cover a LOT of extra ground here, and that includes all of my routines that I must describe properly, too!  I gotta go now, but I will return again soon!!  Peace!!!  ;)


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Mr Match on December 25, 2005, 12:19:17 AM
          I think I'm going to go insane with Torahteen waiting for this  :D


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Torahteen on December 25, 2005, 02:24:37 AM
          Still looks awesome.


          Title: A brand-new test inside AFlib2 is coming at ‘ya!! ;)
          Post by: Adigun A. Polack on December 27, 2005, 03:35:02 AM
          To all of you this new day:

          I just got done another brand-new example that can only be done inside of AFlib2 — only this time (as we close in on 2006!), I will show you how to implement a custom .BMP 144x144 fontsheet as a custom 6x8 font, proper spacing and all!!!  :D  Observe this!

          (http://forum.qbasicnews.com/users/file.php?id=288)
          This is a custom 144x144 fontsheet here, in an 8-bit color depth form.

          And this, people, is our source code right here with this lib:

          Code:
          '===============================================================
          ' A F l i b 2   F o n t s h e e t   E x a m p l e
          '===============================================================
          'In this test, we take here a custom 144x144 .BMP fontsheet with
          'an 8-bit color depth and has all 256 characters in a custom 6x8
          'font!!  Then, we set ourselves up to do some fast, optimized
          'printouts of that very font indeed, using proper spacing!!!
          'A wonderful example for you to set up and implement your own
          'fonts in your own games and projects using AFlib2, you know
          'that?  ^_-=b !
          '
          'I sure hope you get a lot of enjoyment out of this one,
          'folks!!!  :D
          '
          '
          '                                        - Adigun Azikiwe Polack
          '                               One of the Founders of Aura Flow
          '                    Developer of "AFlib2 - Aura Flow Library 2"


          Defint a-z
          Option Explicit

          '$include: 'AFlib2.bi'

          Dim Shared as Integer GFX.width, GFX.height, Fontwidth, Charset, CharColumn
          Dim Font6x8(144 * 144) as Ubyte

          Declare Sub ShadowPrintSP ( Byref text as String, _
                                      Byval x as Integer, Byval y as Integer, _
                                      Byval col as Integer, Byval sh.x as Integer, _
                                      Byval sh.y as Integer, Byval sh.col as Integer, _
                                      Byval spacing as Single, Byval chara.id as Integer )



          '==========================================================================
          '/////// S T A R T   O F   M A I N   P O R T I O N
          '==========================================================================

          ScreenRes 320, 200, 8, 0, 1

          ScreenInfo GFX.width, GFX.height
          SetMouse , , 0

          AF2.ClearScreen 0
          Bload "6x8_test.bmp", VARPTR(Font6x8(0))
          Put (0, 0), Font6x8, trans
          AF2.OptimizeFontSet 0, 0, 1

          Fontwidth = 6  '<--- Since the width of our custom font is 6 pixels long,
                         '     6 is the magic number that we aim for here!  ^-^

          AF2.GeneratePalette 1

          Locate 20, 1: ? "To begin this fontsheet example, this"
          Locate 21, 1: ? "character set taken from a 144x144 .BMP"
          Locate 22, 1: ? "file is required right here."

          AF2.ClearKeyBuffer
          Sleep 10000
          Erase Font6x8

          AF2.ClearScreen 129

          ShadowPrintSP "This is a test of the custom use of a 144x144 .BMP", 0, 0, 31, 1, 1, 16, Fontwidth, 1
          ShadowPrintSP "character sheet in AFlib2!!!", 0, 8, 31, 1, 1, 16, Fontwidth, 1

          ShadowPrintSP "This time, we involve here a 6x8 font extracted from", 0, 24, 31, 1, 1, 16, Fontwidth, 1
          ShadowPrintSP "that very character sheet indeed!!", 0, 32, 31, 1, 1, 16, Fontwidth, 1

          ShadowPrintSP "How cool is that, huh?  ^-^=b !", 0, 48, 31, 1, 1, 16, Fontwidth, 1

          ShadowPrintSP "Press any key.......", 0, 192, 137, 1, 1, 128, Fontwidth, 1

          AF2.ClearKeyBuffer
          Sleep

          AF2.ClearScreen 129

          ShadowPrintSP "Here comes the full character set of this in typing!!", 0, 0, 31, 1, 1, 16, Fontwidth, 1

          For CharColumn = 0 to 7
            For Charset = 0 to 31
              ShadowPrintSP Chr$(Charset + (CharColumn * 32)), 32 + (Charset * Fontwidth), 48 + (CharColumn * 8), 31, 1, 1, 16, Fontwidth, 1
              AF2.CustomSync fps60
            Next
          Next

          ShadowPrintSP "Press any key.......", 0, 192, 137, 1, 1, 128, Fontwidth, 1

          AF2.ClearKeyBuffer
          Sleep

          AF2.ClearScreen 129

          ShadowPrintSP "And this is just a wonderful sample of what to expect", 0, 0, 31, 1, 1, 16, Fontwidth, 1
          ShadowPrintSP "in AFlib2 - Aura Flow Library 2, the most advanced", 0, 8, 31, 1, 1, 16, Fontwidth, 1
          ShadowPrintSP "8-bit game library for use with Angelo Mottola's", 0, 16, 31, 1, 1, 16, Fontwidth, 1
          ShadowPrintSP "for FreeBASIC!!!", 0, 24, 31, 1, 1, 16, Fontwidth, 1

          ShadowPrintSP "I *sure* hope you enjoyed this little demo, and thank", 0, 40, 31, 1, 1, 16, Fontwidth, 1
          ShadowPrintSP "you so much!!!  (^_-)v !", 0, 48, 31, 1, 1, 16, Fontwidth, 1

          ShadowPrintSP "Press any key to end, please.", 0, 192, 137, 1, 1, 128, Fontwidth, 1

          AF2.ClearKeyBuffer
          Sleep

          AF2.RemoveFontSet 1

          '==========================================================================
          '/////// E N D   O F   M A I N   P O R T I O N
          '==========================================================================




          '__________________________________________________________________________
          Sub ShadowPrintSP ( Byref text as String, _
                              Byval x as Integer, Byval y as Integer, _
                              Byval col as Integer, Byval sh.x as Integer, _
                              Byval sh.y as Integer, Byval sh.col as Integer, _
                              Byval spacing as Single, Byval chara.id as Integer )

          Dim as Integer GFX.width, GFX.height
          ScreenInfo GFX.width, GFX.height

          AF2.OptimizedPrintSP_color text, x + sh.x, y + sh.y, sh.col, spacing, chara.id, 0, GFX.width, GFX.height
          AF2.OptimizedPrintSP_color text, x, y, col, spacing, chara.id, 0, GFX.width, GFX.height

          End Sub


          ....and here is the result of this code captured in this file for you entitled:

            •
          AFlib2 BMP Fontsheet Test (http://forum.qbasicnews.com/users/file.php?id=289)[/list]
          Hey, I am sure that this is gonna be a handy little piece for implementing your games and stuff, which is what this game library in FreeBASIC is for anyway!  ;)=b !

          Be catching you again, and thanks once more!!  :king:



          THROWING IN SOMETHING OF GOOD USE HERE,

          (http://forum.qbasicnews.com/users/file.php?id=32)
          Adigun Azikiwe Polack
          One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
          Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
          Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Torahteen on December 27, 2005, 01:49:07 PM
          Another Awesome example my friend. I love the ease of use for this library.


          Title: I now found a way to sprite scaling and rotation in AFlib2!!
          Post by: Adigun A. Polack on January 06, 2006, 03:44:28 PM
          To all of you now:

          A VERY SPLENDID AND PROSPEROUS 2006 to you!!!  d=:D=b !!

          To celebrate, I am gonna add something very new here: the individual sprite scaling/rotation routines are finally implemented into AFlib2 just now!!!  :cool:  With big special thanks going out to D.J.Peters for his original code that inspired my routines in the first place, now your sprites can rotate, stretch, and twist in so many different and amazing ways in any 8-bit graphics mode, in addition to all of the other phenomenal features of AFlib2 that is already there!!!

          Have a look now at this screen:

          (http://forum.qbasicnews.com/users/file.php?id=293)

          ....and then have a shot at this download right here:

            •
          AFlib2 Scaling-Rotation Test (http://forum.qbasicnews.com/users/file.php?id=292)[/list]
          Note though that this test is only preliminary, because I will be replacing it eventually with an even better one being set for release.  ;)

          On the documentation front, I am really off and running here!  So far now, I finally got to covering the sprite routines, with a whole lot more other routines to follow.  And, did I even mention that this doc is gonna be in PDF format?  Well that is what it’s gonna be in, really!  :wtnod:

          I will do whatever I absolutely can here to get done and get this thing out to you within early 2006, so please give me some time now.  THANKS SO MUCH, and do enjoy this new test!!!  :D



          GIVING YOU THE FIRST TREAT OF 2006 FROM ME,

          (http://forum.qbasicnews.com/users/file.php?id=32)
          Adigun Azikiwe Polack
          One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
          Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
          Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Torahteen on January 07, 2006, 01:16:52 AM
          Awesome. I can think of one really good use for this. In a top down RPG, you could have one sprite for each and every character in the game. Then, you just rotate the sprite to the correct orientation. Good job AAP, I can't wait for the next tests, and then hopefully a release.


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: MystikShadows on January 07, 2006, 11:18:40 AM
          Excellent news for the new year Adigun,

          It's great to know that soon, all these demos we've been seen over the months are going to soon be at our disposal for our own creations :-).

          I don't know about the rest of the people here, but I for one can't wait for it to come out :-).


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: speedlemon on January 07, 2006, 11:34:06 AM
          Thanks a lot for adding rotation and scaling.  That is one feature that would be very useful!  I seriously can't wait for this to be released


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: syn9 on January 09, 2006, 06:46:55 PM
          does your library support auto pixel scaling? that way someone can play a game that was coded for 320x240 but at 800x600?  that would be extremely nice for those of us who like to code for 320x240 but like to view the games in windowed mode instead of fullscreen and not have it be REALLY tiny >D


          Title: Here is my answer on this, syn9.
          Post by: Adigun A. Polack on January 10, 2006, 01:01:01 AM
          To syn9:

          Interesting question!  :king:  And I will be glad to answer that for you.

          While AFlib2 technically does not have auto pixel scaling, all of my scaling/rotation routines for this lib *are* buffer-supported, man!  ;)  Say for example you want to work a 320x240 game screen into a 640x480 mode.  Now, if you have all of your game sprites, maps, and other stuff zapped into a 320x240 custom buffer, syn9, then you can double its own size to possibly fit the whole 640x480 screen (even in windowed mode!) with one of my scaling commands on that custom buffer indeed to make it blit on the main screen, flawlessly!

          Look, if I can give you an example of that in this thread before this lib gets released, that would be so cool now, wouldn’t it?  :D !

          See you around, syn9, and thanks so much for your idea tonight!!  :cool:=b



          (http://forum.qbasicnews.com/users/file.php?id=32)
          - Adigun Azikiwe Polack
          One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
          Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
          Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: syn9 on January 10, 2006, 04:24:10 AM
          you're welcome. i tried something like that with sdl and unfortunately it ran incredibly slow at the higher resolutions.  my code also wasnt the fastest >) but i would defanetly like to see how your library handles something as demanding as that technique


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Torahteen on January 10, 2006, 12:21:49 PM
          I see what you mean syn9. Because you're using that scaling routine every frame, it tends to get a bit slow. Good luck with that. Hopefully AAP's scaling routine is lightning fast.


          Title: Alright, here we go!!! ^-^ !
          Post by: Adigun A. Polack on January 10, 2006, 09:44:07 PM
          To syn9 and Torahteen once more (and also, to the rest of you that are interested here):

          I got the doubling of the screen size down pat tonight using this very lib indeed, and I have an example inside of AFlib2 that will let you do exactly that as well!  Watch!!!  :D

          Code:
          '===============================================================
          ' A F l i b 2   D o u b l e - S i z e d
          '                                 D i s p l a y   E x a m p l e
          '===============================================================
          'In this program example for AFlib2, you will witness a possibly
          'fast way of doubling the 320x240 game display size to fit the
          'WHOLE screen in a 640x480 graphics mode, all in good 'ol 8-bit
          'color right here!!!  ^-^
          '
          'Please be sure to enjoy this one, really, and God bless!!!  :D
          '
          '
          '                                        - Adigun Azikiwe Polack
          '                               One of the Founders of Aura Flow
          '                    Developer of "AFlib2 - Aura Flow Library 2"


          Defint a-z
          Option Explicit

          WindowTitle "AFlib2 Double-Sized Display Example - (c)2006 Aura Flow."


          ' First of all, let's roll out AFlib2 into play!!
          '---------------------------------------------------------------
          '$include: 'AFlib2.bi'


          ' Next, we set our screen mode to 640x480, 8-bit color,
          ' windowed, with 2 pages!
          '---------------------------------------------------------------
          ScreenRes 640, 480, 8, 2, 0


          ' Now setting up our arrays.....
          '---------------------------------------------------------------
          Dim gamedisplay.buffer as any ptr
          Dim as Integer GFX_h, GFX_v, BufferScr_h, BufferScr_v, SprCount
          Dim as ImageType AF2spriteset
          Dim Frames, t, stime, fps
          Dim path as String

          Type Starship
            x as Single
            y as Single
            speed as Single
            scale_opportunity as Integer
            anim_speed as Single
            anim_frame as Integer
          End Type

          Dim TestSprite(1 to 48) as Starship


          path = ""


          ' Next, let's load in our PP256-based sprite file here which is
          ' "AF2DemoA.put", and generate our default AFlib2 palette
          ' automatically!!  ^_-
          '---------------------------------------------------------------
          AF2.InitSpr_PP256 AF2spriteset, path + "AF2DemoA.put"
          AF2.GeneratePalette 1


          Locate 1, 1: ? "Just a moment, please......."
          ScreenSet 1, 0


          ' Then, we load in one of our built-in fonts, only this time we
          ' do a custom shadowed version here!
          '---------------------------------------------------------------
          AF2.DisplayAllChars 1, 1, 18, 0, 6
          AF2.DisplayAllChars 0, 0, 31, -1, 6
          AF2.OptimizeFontSet 0, 0, 1
          AF2.ClearScreen 0


          ' Now comes the important part: extracting our physical graphics
          ' size of the main screen of the window with the "ScreenInfo"
          ' command and then dividing that by 2, and that would give us
          ' our 320x240 game screen buffer (which is *approximately* half
          ' the physical size!  :o ! )
          '---------------------------------------------------------------
          ScreenInfo GFX_h, GFX_v

          BufferScr_h = (GFX_h / 2)
          BufferScr_v = (GFX_v / 2)


          ' Then, we load in our buffer plain and simple using our command
          ' "AF2.InitBuffer"!!
          '---------------------------------------------------------------
          AF2.InitBuffer BufferScr_h, BufferScr_v, gamedisplay.buffer


          ' Here, we initialize 300 built-in stars, as well as do the same
          ' for 48 starships!
          '---------------------------------------------------------------
          AF2.StarInit 300

          For SprCount = 1 to 48
            TestSprite(SprCount).x = (int(rnd(1) * (BufferScr_h + 90) - 90))
            TestSprite(SprCount).y = (BufferScr_v + 200)
            TestSprite(SprCount).speed = (int(rnd(1) * 100) + 1) / 5
            TestSprite(SprCount).scale_opportunity = int(rnd(1) * 30) + 1
            TestSprite(SprCount).anim_frame = 0
            TestSprite(SprCount).anim_speed = 0
          Next


          ' This is our loop here, where we draw our sprites and moving
          ' stars into our 320x240 game display buffer, and then we simply
          ' double the size of that display through the use of the
          ' "AF2.SprBlit_scale.solid" command, in which it shows color 0
          ' (along with the original colors!) rather than just make that
          ' color transparent, you know?  Press the 'ESC' key at anytime
          ' here to exit this.  ^-^=b
          '---------------------------------------------------------------
          Do
            AF2.ClearScreen 0, gamedisplay.buffer

            AF2.StarMotion 300, 1, 1, gamedisplay.buffer
            AF2.StarMove 300, AF2.Down, 20

            For SprCount = 1 to 48
              TestSprite(SprCount).y -= TestSprite(SprCount).speed
              TestSprite(SprCount).anim_speed += .5

              If TestSprite(SprCount).anim_speed >= 1 then
                TestSprite(SprCount).anim_speed = 0
                TestSprite(SprCount).anim_frame += 1: If TestSprite(SprCount).anim_frame > 2 then TestSprite(SprCount).anim_frame = 0
              End if

              If TestSprite(SprCount).y < -200 then
                TestSprite(SprCount).x = (int(rnd(1) * (BufferScr_h + 90) - 90))
                TestSprite(SprCount).y = (BufferScr_v + 200)
                TestSprite(SprCount).speed = (int(rnd(1) * 100) + 1) / 5
                TestSprite(SprCount).scale_opportunity = int(rnd(1) * 30) + 1
                TestSprite(SprCount).anim_frame = 0
                TestSprite(SprCount).anim_speed = 0
              End if
           
              Select Case TestSprite(SprCount).scale_opportunity
                Case 0 to 24: Put gamedisplay.buffer, (TestSprite(SprCount).x, TestSprite(SprCount).y), @AF2spriteset.p_data[AF2spriteset.p_dataindex[TestSprite(SprCount).anim_frame]], trans
                Case 25 to 28: AF2.SprBlit_scale TestSprite(SprCount).x, TestSprite(SprCount).y, @AF2spriteset.p_data[AF2spriteset.p_dataindex[TestSprite(SprCount).anim_frame]], 2, 2, gamedisplay.buffer
                Case 29 to 30: AF2.SprBlit_scale TestSprite(SprCount).x, TestSprite(SprCount).y, @AF2spriteset.p_data[AF2spriteset.p_dataindex[TestSprite(SprCount).anim_frame]], 3, 3, gamedisplay.buffer
              End Select
            Next

            AF2.OptimizedPrint_Put "FPS: " + ltrim$(str$(fps)), 0, 0, 1, AF2.false, gamedisplay.buffer

            frames += 1
            t = timer - stime
            If t > 2 then
              fps = frames / t
              stime = timer
              frames = 0
            End if


            ' This is where doubling the size truly happens!!!  :D
            '---------------------------------------------------------------
            AF2.SprBlit_scale.solid BufferScr_h, BufferScr_v, gamedisplay.buffer, 2, 2


            AF2.CustomSync fps70
            ScreenCopy
          Loop until inkey$ = chr$(27)


          ' Now safely removing our sprite file, our font, and our game
          ' display buffer from memory before we head out the door!
          '---------------------------------------------------------------
          AF2.RemoveSpr AF2spriteset
          AF2.RemoveBuffer gamedisplay.buffer
          AF2.RemoveFontSet 1


          ' And we outta here!!  Peace!!!  (^_-)v !
          '---------------------------------------------------------------


          And, here are the results now of this new code, presented in this next download:

            •
          AFlib2 Double-Sized Display Test (http://forum.qbasicnews.com/users/file.php?id=294)[/list]
          .....and syn9, we shall see together if it is *really* faster than SDL on the screen-size doubling thing.  Hey, if successful there, we’d be in business, understand?  ^-^=b !

          Speaking of which, everyone, see you again with the FPS results from you on this new test, as I am *very* interested in seeing them myself!!  ;)



          MAKING A WAY TOWARDS BETTER FB GAME PROGRAMMING TONIGHT,

          (http://forum.qbasicnews.com/users/file.php?id=32)
          Adigun Azikiwe Polack
          One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
          Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
          Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Torahteen on January 10, 2006, 10:57:04 PM
          I was getting a very smooth 55-60 FPS with that test AAP. Very nicely done.


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: marzecTM on January 10, 2006, 11:05:04 PM
          64 fps, consider compiling it in none debug mode then the exe will be smaller

          edit: ok it's not a debug build. 3mb? that's pretty big


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: speedlemon on January 10, 2006, 11:11:20 PM
          I got a pretty steady 22 fps with a maximum of 23.


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Dr_Davenstein on January 10, 2006, 11:40:12 PM
          I think no matter what you do, it's going to be pretty slow on anything under 2ghz. It's nice work though... but why is that executable so big? That is pretty damn big... It was 3.98 MB? :lol:


          btw: I got 57-70 fps. ;)


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: relsoft on January 11, 2006, 12:56:29 AM
          Scale2x. :*)


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: syn9 on January 11, 2006, 04:07:03 AM
          ~sad~ i only got a 11-12 fps >( but then again i'm on a 500mhz p3, heh.  none the less, very neat demo.  much props!  i appreciate you taking the time to write an example based on my request.  when i had the griffon legend using that method for pixel doubling i believe i was getting about or less fps.


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: na_th_an on January 11, 2006, 07:36:56 AM
          MMX is the answer for fast 2x scaling. Check what Rel mentioned ;)


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: MystikShadows on January 11, 2006, 09:25:49 AM
          I got 29 FPS (decent) on a 1.3 gHz with 512Mb of ram.  I say that aint half bad. :-).


          Title: Here is my Scale2X version of this very same test!! ^-^=b
          Post by: Adigun A. Polack on January 11, 2006, 03:16:28 PM
          To Relsoft (aka Richard Eric M. Lope), Na_th_an, syn9, Dr_Davenstein, and MystikShadows:

          Quote from: "Rel, on your reply today (and I am so glad you have returned once more!!!  :king: ! ), you"
          Scale2x. :*)

          Quote from: "....and going a little further to you, Na_th_an, you very honestly"
          MMX is the answer for fast 2x scaling. Check what Rel mentioned ;)


          Well guess what, all of you?  I HAVE IT right here!!!  :D  And it is so amazing to believe that I have actually experimented last night with tweaking that new demo with Scale2X built in, too!  Speaking of that, here now is FB source-code of a Scale2X version of the exact same test using AFlib2:

          Code:
          '===============================================================
          ' A F l i b 2   D o u b l e - S i z e d   S c a l e 2 X
          '                                 D i s p l a y   E x a m p l e
          '===============================================================
          'Here is yet another program example for AFlib2, only this time,
          'it is an even faster way of doubling the actual 256x192 game
          'display size to a fit the WHOLE screen in a 512x384 graphics
          'mode, all using Scale2X and in good 'ol 8-bit color once again
          'right here!!!  ^-^
          '
          'Hope you like it, and do enjoy this much richly!!!  (^_-)v !
          '
          '
          '                                        - Adigun Azikiwe Polack
          '                               One of the Founders of Aura Flow
          '                    Developer of "AFlib2 - Aura Flow Library 2"


          Defint a-z
          Option Explicit

          WindowTitle "AFlib2 Double-Sized Scale2X Display Example - (c)2006 Aura Flow."


          ' First of all, let's roll out AFlib2 into play!!
          '---------------------------------------------------------------
          '$include: 'AFlib2.bi'


          ' Next, we set our screen mode to 512x384, 8-bit color,
          ' windowed, with 2 pages!
          '---------------------------------------------------------------
          ScreenRes 512, 384, 8, 2, 0


          ' Now setting up our arrays.....
          '---------------------------------------------------------------
          Dim gamedisplay.buffer as any ptr
          Dim as Integer GFX_h, GFX_v, BufferScr_h, BufferScr_v, SprCount
          Dim as ImageType AF2spriteset
          Dim Frames, t, stime, fps
          Dim path as String

          Type Starship
            x as Single
            y as Single
            speed as Single
            scale_opportunity as Integer
            anim_speed as Single
            anim_frame as Integer
          End Type

          Dim TestSprite(1 to 48) as Starship


          path = ""


          ' Next, let's load in our PP256-based sprite file here which is
          ' "AF2DemoA.put", and generate our default AFlib2 palette
          ' automatically!!  ^_-
          '---------------------------------------------------------------
          AF2.InitSpr_PP256 AF2spriteset, path + "AF2DemoA.put"
          AF2.GeneratePalette 1


          Locate 1, 1: ? "Just a moment, please......."
          ScreenSet 1, 0


          ' Then, we load in one of our built-in fonts, only this time we
          ' do a custom shadowed version here!
          '---------------------------------------------------------------
          AF2.DisplayAllChars 1, 1, 18, 0, 6
          AF2.DisplayAllChars 0, 0, 31, -1, 6
          AF2.OptimizeFontSet 0, 0, 1
          AF2.ClearScreen 0


          ' Now comes the important part: extracting our physical graphics
          ' size of the main screen of the window with the "ScreenInfo"
          ' command and then dividing that by 2, and that would give us
          ' our 256x192 game screen buffer (which is *approximately* half
          ' the physical size!  :o ! )
          '---------------------------------------------------------------
          ScreenInfo GFX_h, GFX_v

          BufferScr_h = (GFX_h / 2)
          BufferScr_v = (GFX_v / 2)


          ' Then, we load in our buffer plain and simple using our command
          ' "AF2.InitBuffer"!!
          '---------------------------------------------------------------
          AF2.InitBuffer BufferScr_h, BufferScr_v, gamedisplay.buffer


          ' Here, we initialize 300 built-in stars, as well as do the same
          ' for 48 starships!
          '---------------------------------------------------------------
          AF2.StarInit 300

          For SprCount = 1 to 48
            TestSprite(SprCount).x = (int(rnd(1) * (BufferScr_h + 90) - 90))
            TestSprite(SprCount).y = (BufferScr_v + 200)
            TestSprite(SprCount).speed = (int(rnd(1) * 100) + 1) / 5
            TestSprite(SprCount).scale_opportunity = int(rnd(1) * 30) + 1
            TestSprite(SprCount).anim_frame = 0
            TestSprite(SprCount).anim_speed = 0
          Next


          ' This is our loop here, where we draw our sprites and moving
          ' stars into our 256x192 game display buffer, and then we simply
          ' double the size of that display in an *interesting* way by
          ' first of all PUTting the buffer, and then using the command of
          ' "AF2.Scale2x_Auto" to work such wondrous magic!!!  Amazing
          ' stuff, huh?  You can press the 'ESC' key at anytime here to
          ' exit this.  ^-^=b
          '---------------------------------------------------------------
          Do
            AF2.ClearScreen 0, gamedisplay.buffer

            AF2.StarMotion 300, 1, 1, gamedisplay.buffer
            AF2.StarMove 300, AF2.Down, 20

            For SprCount = 1 to 48
              TestSprite(SprCount).y -= TestSprite(SprCount).speed
              TestSprite(SprCount).anim_speed += .5

              If TestSprite(SprCount).anim_speed >= 1 then
                TestSprite(SprCount).anim_speed = 0
                TestSprite(SprCount).anim_frame += 1: If TestSprite(SprCount).anim_frame > 2 then TestSprite(SprCount).anim_frame = 0
              End if

              If TestSprite(SprCount).y < -200 then
                TestSprite(SprCount).x = (int(rnd(1) * (BufferScr_h + 90) - 90))
                TestSprite(SprCount).y = (BufferScr_v + 200)
                TestSprite(SprCount).speed = (int(rnd(1) * 100) + 1) / 5
                TestSprite(SprCount).scale_opportunity = int(rnd(1) * 30) + 1
                TestSprite(SprCount).anim_frame = 0
                TestSprite(SprCount).anim_speed = 0
              End if
           
              Select Case TestSprite(SprCount).scale_opportunity
                Case 0 to 24: Put gamedisplay.buffer, (TestSprite(SprCount).x, TestSprite(SprCount).y), @AF2spriteset.p_data[AF2spriteset.p_dataindex[TestSprite(SprCount).anim_frame]], trans
                Case 25 to 28: AF2.SprBlit_scale TestSprite(SprCount).x, TestSprite(SprCount).y, @AF2spriteset.p_data[AF2spriteset.p_dataindex[TestSprite(SprCount).anim_frame]], 2, 2, gamedisplay.buffer
                Case 29 to 30: AF2.SprBlit_scale TestSprite(SprCount).x, TestSprite(SprCount).y, @AF2spriteset.p_data[AF2spriteset.p_dataindex[TestSprite(SprCount).anim_frame]], 3, 3, gamedisplay.buffer
              End Select
            Next

            AF2.OptimizedPrint_Put "FPS: " + ltrim$(str$(fps)), 0, 0, 1, AF2.false, gamedisplay.buffer

            frames += 1
            t = timer - stime
            If t > 2 then
              fps = frames / t
              stime = timer
              frames = 0
            End if


            ' This is where Scale2X truly starts to kick in!!!  :D !
            '---------------------------------------------------------------
            Put (0, 0), gamedisplay.buffer, pset
            AF2.Scale2x_Auto

            AF2.CustomSync fps70
            ScreenCopy
          Loop until inkey$ = chr$(27)


          ' Now safely removing our sprite file, our font, and our game
          ' display buffer from memory before we head into the sunset!
          '---------------------------------------------------------------
          AF2.RemoveSpr AF2spriteset
          AF2.RemoveBuffer gamedisplay.buffer
          AF2.RemoveFontSet 1


          ' And we're out the door!!  Be seeing you again!!!  ^_-=b !
          '---------------------------------------------------------------


          And the run-time results of this code are found in this download:

            •
          AFlib2 Double-Sized Scale2X Display Test (http://forum.qbasicnews.com/users/file.php?id=295)[/list]
          .....where the 512x384 graphics window has a 256x192 screen doubled through Scale2X indeed!!  Much faster results are likely guaranteed, too!!!  :) !

          See you once again with the FPS results from you on this newest Scale2X test.  :king:



          BRINGING YOU ALL A MUCH BETTER WAY THIS AFTERNOON,

          (http://forum.qbasicnews.com/users/file.php?id=32)
          Adigun Azikiwe Polack
          One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
          Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
          Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Deleter on January 11, 2006, 05:46:15 PM
          64 fps
          machine specs:
          a64 3700+
          1 gb 3200 ddr
          geforce 6600 gt


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: syn9 on January 11, 2006, 08:20:54 PM
          45-55fps, p3 550, now that is truely awsome! thats exactly what i've been looking for >D


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: speedlemon on January 14, 2006, 02:47:19 AM
          around 80 fps. The reason it's so much better than my last results is I'm on a different pc. :wink:


          Title: Heads up! Here’s the *very* latest AFlib2 progress report!!
          Post by: Adigun A. Polack on February 25, 2006, 07:01:19 PM
          To all of you right now:

          I am QUITE very happy to say that the documentation for AFlib2 is getting a dead-serious boost forward and then a lot!!!  d=:D=b !  Here is why: I have just gone over the 200-page mark, covering every single routine so far in the Sprite Routines, PP256 Font Routines, Built-in 8x8 Font Routines, and Drawing Primitives Routines.  These things are covered down pat!!  ;)  But now, I am working on documenting the Screen Routines, Scale2X/4X/8X Routines, Screen Collision Routines, Sprite Collision Routines, and a lot more.  I will promise you, it will be *well* worth the wait as this lib eventually gets released sometime between March and April 2006 (potentially so, definitely!!  :cool: ! ).

          While I was working extensively on my documentation, I had the computer shut itself off on me abruptly a couple of times, but all is under some serious control now, thank God!!  :D !

          In the meantime, take a whiff at this little glimpse of what is gonna be in my AFlib2 doc:

          Code:
          Defint a-z
          Option Explicit


          ' Let's load up AFlib2 in here...
          '--------------------------------------------------------------------------
          '$include: 'AFlib2.bi'


          ' ...and set the graphics resolution to 640x480 windowed graphics mode,
          ' 8bpp, with 2 pages!!
          '--------------------------------------------------------------------------
          ScreenRes 640, 480, 8, 2, 0


          ' Setting up the arrays!
          '--------------------------------------------------------------------------
          Dim as ushort ptr TestSprite, BGtile
          Dim as Integer GFX_h, GFX_v, Blit
          Dim as Single Brightness, Trans_fading, One_color, Bg.X, Bg.Y, scroll
          Dim as Single Rotate, ScaleX, ScaleY
          Dim as Integer Brightness.ctrl, Trans_fading.ctrl, ScaleX.ctrl, ScaleY.ctrl
          Dim as ImageType AFlib2_title, AFlib2_titleshadow


          ' Now extracting the physical graphics mode size here with variables
          ' "GFX_h" and "GFX_v", so that we can put them to good use later on!!  ;)
          '--------------------------------------------------------------------------
          ScreenInfo GFX_h, GFX_v

          WindowTitle "The AFlib2 Hit-List of Sprite Blits!!!"
          Locate 1, 1: ? "Just a moment, please......."
          ScreenSet 1, 0


          ' Next, we set up our palette and sprites in a jiffy, including also our
          ' "AFlib2" logo (and its shadow, too!  ;) )!
          '--------------------------------------------------------------------------
          AF2.GeneratePalette 1  ' <--- This automatically generates our default
                                 '      AFlib2 palette!

          AF2.DisplayAllChars 1, 1, 18, 0, 2
          AF2.DisplayAllChars 0, 0, 31, -1, 2
          AF2.OptimizeFontSet 0, 0, 1
          AF2.ClearScreen 0

          Circle (31, 31), 31, 56, , , , f
          Line (0, 0)-(63, 63), 31, b
          Circle (31, 31), 24, 58, , , , f
          Circle (31, 31), 18, 0, , , , f
          Line (0, 0)-(63, 63), 234
          Line (63, 0)-(0, 63), 234

          TestSprite = AF2.InitCustomSpr(0, 0, 65, 65)
          Get (0, 0)-(65, 65), TestSprite

          AF2.ClearScreen 0

          Line (0, 0)-(64, 64), 183, bf

          AF2.Globe 31, 31, 20, 8, 2, .5, 1
          Line (0, 63)-(63, 63), 18, bf
          Line -(0, 63), 22, bf
          Line -(0, 0), 26, bf
          Line -(63, 0), 30, bf

          BGtile = AF2.InitCustomSpr(0, 0, 65, 65)
          Get (0, 0)-(65, 65), BGtile

          AF2.ClearScreen 0

          AF2.InitSpr_BMP AFlib2_title, 280, 104, "AFlib2_titleC.bmp"
          AF2.InitSpr_BMP AFlib2_titleshadow, 280, 104, "AFlib2_titleC-shadow.bmp"


          ' Alright!  ^-^=b  In this first loop, this will show you the many sprite
          ' blits consisting of these: Normal, One-colored, Translucent, Translucent
          ' Dark, Translucent Darker, Translucent Darkest, Null-shaded, Translucent
          ' Fade Supported, and Brightness Supported!!  Press any key to exit this
          ' loop.
          '--------------------------------------------------------------------------
          Do
            AF2.ClearScreen 0

            If Brightness.ctrl = 0 then
              Brightness += 1
              If Brightness > 41 then Brightness.ctrl = 1
            else
              Brightness -= 1
              If Brightness < 0 then Brightness.ctrl = 0
            End if

            If Trans_fading.ctrl = 0 then
              Trans_fading += .25
              If Trans_fading > 10 then Trans_fading.ctrl = 1
            else
              Trans_fading -= .25
              If Trans_fading < 0 then Trans_fading.ctrl = 0
            End if

            One_color = int(rnd(1) * 255) + 1

            scroll += 1: If scroll > 63 then scroll = 0

            For Bg.Y = 0 to 8
              For Bg.X = 0 to 10
                If (Bg.X + Bg.Y) mod 2 = 1 then
                  AF2.SprBlit (Bg.X * 64) - scroll, (Bg.Y * 64) - scroll, BGtile, GFX_h, GFX_v
                else
                  AF2.SprBlit_trans (Bg.X * 64) - scroll, (Bg.Y * 64) - scroll, BGtile, GFX_h, GFX_v
                End if      
              Next
            Next

            AF2.SprBlit 8, 16, TestSprite, GFX_h, GFX_v
            AF2.OptimizedPrint "Normal Sprite Blit", 80, 24, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_color 8, 88, One_color, TestSprite, GFX_h, GFX_v
            AF2.OptimizedPrint "One-colored Sprite Blit", 80, 96, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_trans 8, 160, TestSprite, GFX_h, GFX_v
            AF2.OptimizedPrint "Translucent Sprite Blit", 80, 168, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_tr.dark 8, 232, TestSprite, GFX_h, GFX_v
            AF2.OptimizedPrint "Translucent Sprite Blit", 80, 240, 1, AF2.false, GFX_h, GFX_v
            AF2.OptimizedPrint "(dark version)", 80, 248, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_tr.darker 8, 304, TestSprite, GFX_h, GFX_v
            AF2.OptimizedPrint "Translucent Sprite Blit", 80, 312, 1, AF2.false, GFX_h, GFX_v
            AF2.OptimizedPrint "(darker version)", 80, 320, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_tr.darkest 8, 376, TestSprite, GFX_h, GFX_v
            AF2.OptimizedPrint "Translucent Sprite Blit", 80, 384, 1, AF2.false, GFX_h, GFX_v
            AF2.OptimizedPrint "(darkest version)", 80, 392, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_null 320, 16, TestSprite, GFX_h, GFX_v
            AF2.OptimizedPrint "Null-shaded Sprite Blit", 392, 24, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_tr.fadecust 320, 88, Trans_fading, TestSprite, GFX_h, GFX_v
            AF2.OptimizedPrint "Fading Translucent Sprite Blit", 392, 96, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_brightness 320, 160, Brightness, TestSprite, GFX_h, GFX_v
            AF2.OptimizedPrint "Brightness-based Sprite Blit", 392, 168, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_trans 363, 379, @AFlib2_titleshadow.p_data[AFlib2_titleshadow.p_dataindex[0]], GFX_h, GFX_v
            AF2.SprBlit 360, 376, @AFlib2_title.p_data[AFlib2_title.p_dataindex[0]], GFX_h, GFX_v

            AF2.CustomSync fps70

            ScreenCopy

          Loop while inkey$ = ""

          AF2.ClearKeyBuffer

          Rotate = 0
          ScaleX = 0
          ScaleY = 0


          ' Then in this second loop here, we show you even more *amazing* sprite
          ' blits for you: Rotated (normal and solid), Scaled (normal and solid), and
          ' Rotated/Scaled (normal and solid)!!!  Again, you can exit here by
          ' pressing any key!  :D
          '--------------------------------------------------------------------------
          Do
            AF2.ClearScreen 0

            If Brightness.ctrl = 0 then
              Brightness += 1
              If Brightness > 41 then Brightness.ctrl = 1
            else
              Brightness -= 1
              If Brightness < 0 then Brightness.ctrl = 0
            End if

            If Trans_fading.ctrl = 0 then
              Trans_fading += .25
              If Trans_fading > 10 then Trans_fading.ctrl = 1
            else
              Trans_fading -= .25
              If Trans_fading < 0 then Trans_fading.ctrl = 0
            End if

            If ScaleX.ctrl = 0 then
              ScaleX += .075
              If ScaleX > 1.2 then ScaleX.ctrl = 1
            else
              ScaleX -= .075
              If ScaleX < 0.1 then ScaleX.ctrl = 0
            End if

            If ScaleY.ctrl = 0 then
              ScaleY += .10
              If ScaleY > 1.2 then ScaleY.ctrl = 1
            else
              ScaleY -= .10
              If ScaleY < 0.1 then ScaleY.ctrl = 0
            End if

            Rotate += .01: If Rotate > 359 then Rotate = 0

            scroll += 1: If scroll > 63 then scroll = 0

            For Bg.Y = 0 to 8
              For Bg.X = 0 to 10
                If (Bg.X + Bg.Y) mod 2 = 1 then
                  AF2.SprBlit (Bg.X * 64) - scroll, (Bg.Y * 64) - scroll, BGtile, GFX_h, GFX_v
                else
                  AF2.SprBlit_trans (Bg.X * 64) - scroll, (Bg.Y * 64) - scroll, BGtile, GFX_h, GFX_v
                End if      
              Next
            Next

            AF2.SprBlit_rotate 8 + 32, 16 + 32, TestSprite, Rotate
            AF2.OptimizedPrint "Rotated Sprite Blit", 80, 24, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_rotate.solid 8 + 32, 88 + 32, TestSprite, -Rotate
            AF2.OptimizedPrint "Rotated Sprite Blit", 80, 96, 1, AF2.false, GFX_h, GFX_v
            AF2.OptimizedPrint "(solid version)", 80, 104, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_scale 8 + 32, 160 + 32, TestSprite, ScaleX, ScaleY
            AF2.OptimizedPrint "Scaled Sprite Blit", 80, 168, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_scale.solid 8 + 32, 232 + 32, TestSprite, ScaleX, ScaleY
            AF2.OptimizedPrint "Scaled Sprite Blit", 80, 240, 1, AF2.false, GFX_h, GFX_v
            AF2.OptimizedPrint "(solid version)", 80, 248, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_scale.rotate 8 + 32, 304 + 32, TestSprite, ScaleX, ScaleY, Rotate * 4
            AF2.OptimizedPrint "Scaled/Rotated Sprite Blit", 80, 312, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_scale.rotate.solid 8 + 32, 376 + 32, TestSprite, ScaleX, ScaleY, -(Rotate * 4)
            AF2.OptimizedPrint "Scaled/Rotated Sprite Blit", 80, 384, 1, AF2.false, GFX_h, GFX_v
            AF2.OptimizedPrint "(solid version)", 80, 392, 1, AF2.false, GFX_h, GFX_v

            AF2.SprBlit_trans 363, 379, @AFlib2_titleshadow.p_data[AFlib2_titleshadow.p_dataindex[0]], GFX_h, GFX_v
            AF2.SprBlit 360, 376, @AFlib2_title.p_data[AFlib2_title.p_dataindex[0]], GFX_h, GFX_v

            AF2.CustomSync fps70

            ScreenCopy

          Loop while inkey$ = ""

          AF2.ClearKeyBuffer


          ' Now, let's clean up the mess here to free up some memory!!  ;)
          '--------------------------------------------------------------------------
          AF2.RemoveCustomSpr TestSprite
          AF2.RemoveCustomSpr BGtile
          AF2.RemoveSpr AFlib2_title
          AF2.RemoveSpr AFlib2_titleshadow
          AF2.RemoveFontSet 1


          ' Thank you all, and good night, everybody!!!  :D !
          '--------------------------------------------------------------------------


          ....and you can download the result of this code right here (http://forum.qbasicnews.com/users/file.php?id=308), as this one will remind you of all of the amazing sprite blitting that this game lib has to offer for all 8-bit graphics modes in FB!!!

          With that happy thought in mind, be seeing you again now!!  :king:



          GIVING YOU THE VERY LATEST HEADS-UP TONIGHT,

          (http://forum.qbasicnews.com/users/file.php?id=32)
          Adigun Azikiwe Polack
          One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
          Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
          Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


          Title: Ok. Here now is the situation I am currently facing.
          Post by: Adigun A. Polack on March 14, 2006, 01:59:18 AM
          To all of you now:

          Pardon me up front for making a double-post here, as I have got a brief yet *vital* announcement to make.

          Right now, since the old Pionex 450mhz computer from my room area was shot from earlier this month of March 2006 due to a blown motherboard, I was (and currently am!  ;) ) allowed on at least one of the other computers to continue the work close to where I left off!!  The beauty of it is that I have already and successfully backed up my AFlib2 work (documentation and all!!) on both floppys and CD-R disks just a few days or so before that disaster even happened!!!  :D !  Now, I am slowly but surely setting up and making camp on one of the other computers, so to speak, so that I can resume and finish up my documentation for this game lib there.  That will at least hold me over until I end up with a newer computer of my own in my room area, ok?  :) !

          Thank you people so very much for your fine attention.  Bye for now as I do what I can to rock the AFlib2 joint wide open!!!  :king:



          PICKING UP THE PIECES,

          (http://forum.qbasicnews.com/users/file.php?id=32)
          Adigun Azikiwe Polack
          One of the Founders of “Aura Flow” ::: Continuing Developer of “Frantic Journey”
          Current Developer of “Star Angelic Slugger” ::: Webmaster of the “AAP Official Projects Squad (http://dhost.hopto.org/aapproj/)”
          Original Creator of the “The New FreeBASIC 8-Bit Palette Machine (http://dhost.hopto.org/aapproj/fbpal/index.html)” and “AFlib2 - Aura Flow Library 2 (http://dhost.hopto.org/aapproj/aflib2/index.html)”


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: xteraco on March 26, 2006, 12:11:13 AM
          wow, thats insane...  glad you got your data recovered.. keep up the good work


          Title: Here comes a preview of the forthcoming new AFlib2!!
          Post by: Torahteen on March 26, 2006, 12:19:53 PM
          Phew, what a relief. After hearing about your computer, I thought that the lib would be delayed. But that just wouldn't be you. Good luck.