The only thing I can think of trying now is to load bitmaps, and get images. Trying that now
[EDIT]
ok loading Bitmaps, and getting Images works as expected!!!
sync on
sync rate 0
backdrop off
set image colorkey 255,0,255
set display mode 800,600,32
load bitmap "table.bmp",1
get image 20,0,0,458,246,1
paste image 20,0,0,1
sprite 1,100,100,20
delete bitmap 1
load bitmap "ball.bmp",1
get image 21,0,0,19,19,1
paste image 21,0,0,1
sprite 2,220,220,21
delete bitmap 1
draw sprites first
do
sprite 1,100,100,20
sprite 2,220,220,21
line 0,0,800,600
sync
loop
Grrrrrrr!!!!! Except, When I tried to ADD a cls to the beginning of the loop.
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OK something is seriously broken with "draw sprites first" & CLS. I tried this code from the help files, and the red box, cannot be seen. The only thing i added was turning on manual sync. It didn't work without the sync either. If you add 2 syncs at the end you will see the sprite, but alas everything is flickering. If this isn't fixed, I am giving up on DBpro.
You will not see the red sprite
sync on
sync rate 0
CLS RGB(255,0,0)
GET IMAGE 1,0,0,32,32
SPRITE 1,50,50,1
DRAW SPRITES FIRST
DO
CLS
TEXT 40,50,"SPRITE BEHIND CLS"
sync
LOOP
Adding 2 syncs you see the red sprite, but everything is flickering.
sync on
sync rate 0
CLS RGB(255,0,0)
GET IMAGE 1,0,0,32,32
SPRITE 1,50,50,1
DRAW SPRITES FIRST
DO
CLS
TEXT 40,50,"SPRITE BEHIND CLS"
sync
sync
LOOP
So I thought I would remove the backsave on the sprite to eliminate the flickering. While it prevented the backdrop from making it's presence know, it didn't stop the sprite from flickering.
With the code like this you will see a red square sprite
sync on
sync rate 0
backdrop off
CLS RGB(255,0,0)
GET IMAGE 1,0,0,32,32
SPRITE 1,50,50,1
set sprite 1,0,1
DRAW SPRITES last
DO
cls
sprite 1,50,50,1
sync
LOOP
but if sprites are drawn first it dissapears
sync on
sync rate 0
backdrop off
CLS RGB(255,0,0)
GET IMAGE 1,0,0,32,32
SPRITE 1,50,50,1
set sprite 1,0,1
DRAW SPRITES first
DO
cls
sprite 1,50,50,1
sync
LOOP
~Zenassem