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Geek Culture / Magic World - anyone tried to upgrade to DB Pro?

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BatVink
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Posted: 25th Aug 2004 23:13
I'm trying to convert Magic World to DB Pro, but I'm struggling with the mouse movement. It moves left to right, but it won't move up and down.

Any one else got any further than me?

BatVink
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David T
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Posted: 25th Aug 2004 23:22
That's one long program to convert

I'm afraid I haven't, could you post the problem code?

I did convert the loader a while ago - its in program announcements.

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BatVink
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Posted: 25th Aug 2004 23:44
I've got your updated loader, thanks David.

The mouse does different things in different places. At the moment, I'm simply dealing with the standard movement when it first loads.

The mouse starts at 320, 400, the very top of the menu. It quite happily moves left to right, but won't move up and down.

I had this thought in teh back of my mind that mousemovex and mousemovey lose their values once you've queried them. So I found the first reference to them in the main loop, and loaded them into 2 variables. Everywhere else, I reference the variables instead of the commands.

The result? Well, now I get slight, jerky movement in the y axis, and still get the smooth movement in the X axis. Y differs to X in that the cursor does different things depending on the Y position - it splits between menu and 3D mapping area.

I've obviously missed something somewhere. I'm happy to mail you the code if you want to help (or anyone else for that matter).

I've documented all the changes so far. I'm slowly moving things into functions, but I can only do that once I can prove the functionality still works at that point.

This could be a nice upgrade if we can do it between us. My ultimate goal is to include the new Terrain functions in Magic World, which was where I started.

BatVink
http://biglaugh.co.uk/catalog AMD 3000+ Barton, 512Mb Ram, 120 Gig Drive space, GeForce 5200 FX 128 Mb, Asus A7N8X Mobo.
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BatVink
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Posted: 26th Aug 2004 01:03
OK...the Y movement is sorted.

The problem is that in pro, the mousemovey() value is lost once you have interrogated it once. I missed some references to it, there are literally dozens of them.

As a result, I may find later on that other references in sub-cycles don't work. I'll deal with that when I come to them. Having said that, I tested the matrix deformation functions and they are all fine.

Looks like I'm getting close. It runs, the mouse moves, the buttons work, I can add stuff.

I know that file open doesn't work, it crashes the program. I'll check that out next.

One more thing - it's so smooth!

One more, one more thing - it's all hardcoded to work at 640 x 480, so I'll have to look at that too once it's all working like it used to.

BatVink
http://biglaugh.co.uk/catalog AMD 3000+ Barton, 512Mb Ram, 120 Gig Drive space, GeForce 5200 FX 128 Mb, Asus A7N8X Mobo.
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David T
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Posted: 26th Aug 2004 01:12
Sounds very good YOu might want to move to vectors for the 3d mouse?

What would be very nice is a heightmap export feature - and maybe a texmap export too

(that would be reasonably easy to do - store each matrix tile in a new image and paste them together from get matrix tile() data? It'd certainly be hi res )

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
BatVink
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Posted: 26th Aug 2004 01:42
You're way ahead of me david

My mission at the moment is to port to DB Pro, then add Advanced Terrains.

The existing code is good, but can be a little hard to follow. I am a function guy(), and the code is one huge main loop, and a small handful of subs. The comments are few and far between. I will get there - but one step at a time.

BatVink
http://biglaugh.co.uk/catalog AMD 3000+ Barton, 512Mb Ram, 120 Gig Drive space, GeForce 5200 FX 128 Mb, Asus A7N8X Mobo.
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David T
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Posted: 26th Aug 2004 02:01
Ouch. Sounds very, very har!

I can't envisage advanced terrain fitting right in - it doesn't use a tile system like matrices. The code would need a big overhaul.

Good luck with it

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
BatVink
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Posted: 26th Aug 2004 02:22 Edited at: 26th Aug 2004 02:23
The plan is an either/or...either matrices or Advanced Terrain.

You may have misunderstood what I am doing in Phase 1. The goal is to be able to import an Advanced Terrain map, so that you can position scenery etc. You should also be able to load an Advanced terrain and scenery using a Magic World file.

The idea is not to generate advanced terrain bitmaps!

BatVink
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David T
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Posted: 26th Aug 2004 02:30
Ah okay. So you're trying to do a position editor only.

Get 15 new commands, all the date / time commands left out of DBPro for free!
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BatVink
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Posted: 26th Aug 2004 02:41
No, Robin King has a tool called Total Terrain to do that.

This is sticking with the original concept of Magic World, a level editor.

BatVink
http://biglaugh.co.uk/catalog AMD 3000+ Barton, 512Mb Ram, 120 Gig Drive space, GeForce 5200 FX 128 Mb, Asus A7N8X Mobo.
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