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DarkBASIC Professional Discussion / From DarkBASIC Classic to DarkBASIC Pro?

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GameKit
23
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Joined: 6th Mar 2003
Location: USA, Staring Blankly at a Computer
Posted: 17th Jul 2003 22:39
I've been progamming in DarkBASIC(Classic) for around two years now, and last christmas i bought DarkBASIC Pro but it never worked on my computer... but now i am getting a new laptop that will run DBP and i need to know the major differances between the two...(other than the obvious like faster sync rates and better user interface)... any replies would be appreciated and thanks in advance...
Anyone Can Destroy...But Few Can Create...
Kevin Picone
23
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Joined: 27th Aug 2002
Location: Australia
Posted: 18th Jul 2003 01:33
One of the major changes that comes to mind is that DBPRO and DB Classic handle functions differently. In DB Classic local variables (the variables within your functions) keep their values after the function is called. This is not the case in DBpro. DBpro constantly allocates a fresh set of variables to stack every time a function is called (this allows for true recursion), but will zero out yoru locals. So be wary of old DB code that might rely upon this original behaviour.

l8r,
Kevin Picone
[url]www.underwaredesign.com[/url]
heartbone
23
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Joined: 9th Nov 2002
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Posted: 18th Jul 2003 02:32
Gotcha #1.

Below is taken straight from the Pro reference manual.

SET SPRITE
This command will set whether the specified sprite restores its background and whether background transparency is ignored. If the backsave state is set to zero, the sprite will not restore its background and leave a trail as it moves. If the transparency state is set to zero, the sprite will not treat black as a transparent color. A transparent color in the sprite image does not write to the screen. If this feature is disabled, the sprite would appear as though drawn inside a black rectangle where transparency had previously been used. Both states are set to one as these are the most common settings. If you set the backsave state to zero, it is your responsibility to clear or paste the background each time the sprite is moved or animated. The sprite number should be specified using an integer value. The backsave and transparency states should be specified as either zero or one.
SYNTAX
SET SPRITE Sprite Number, Backsave, Transparency
----------------------------------------------------------------------

The default is Set Sprite number,1,1
Sounds just like DarkBasic Classic. Beware.

They forgot to mention one teeny tiny little thing.

If any sprite backsave flag if set to one during a Sync, it triggers the Direct 3D and sets the video card to display 3D. In addition you get this blue screen.

The more you see, the more you know.
The more you know, the more you see.
heartbone
23
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Joined: 9th Nov 2002
Location:
Posted: 18th Jul 2003 02:35
Gotcha #2

No Save Bitmap function

Gotcha #3

Load Image and Load Bitmap. Add a (Undocumented) ,1 a the end of the command to keep the images from being blurred.

Gotcha #4
Return String= NET MESSAGE STRING$() Is the correct syntax. Not what is in the manual.

The more you see, the more you know.
The more you know, the more you see.
GameKit
23
Years of Service
User Offline
Joined: 6th Mar 2003
Location: USA, Staring Blankly at a Computer
Posted: 21st Jul 2003 03:49
Thank you for the replies, i still havn't gotten the laptop yet but when i do i'm sure that it will be helpfull, also, thanks for the info on functions, i use functions alot and it would have taken me hours to figure that out by myself, along with the Net Message String$()...well thanks again...

Anyone Can Destroy...But Few Can Create...

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