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Re: QL Tinkering

Posted: Thu Dec 20, 2018 11:18 am
by Andrew
Great piece of software - and really great documentation !

Re: QL Tinkering

Posted: Wed Dec 26, 2018 8:38 pm
by pjw
Really very nice, Qbits :)
According to the counters, the program has been downloaded 21 times, while the pdf languishes at about 6, at the time of writing. When I downloaded, the zip counter incremented, but the pdf counter did not, so I think theres something going on there..

Re: QL Tinkering

Posted: Thu Dec 27, 2018 11:11 am
by Derek_Stewart
pjw wrote:Really very nice, Qbits :)
According to the counters, the program has been downloaded 21 times, while the pdf languishes at about 6, at the time of writing. When I downloaded, the zip counter incremented, but the pdf counter did not, so I think theres something going on there..

Hi,

I downloaded the PDF, it was the best part of the package.

Re: QL Tinkering

Posted: Wed Mar 27, 2019 8:51 pm
by qbits
hi,
I've made a couple of tweeks to my QBSoundsv4. When (P)laying through the pages the page notes are now changed inline with what is being played.

My SuperBASIC code tinkering I now carry out using the QPC2 emulator so just for fun and as a help to myself
I have updated my QBFTidy to handle SubDIRectories and added a MAKE SubDIR function.

I have started an updated pdf on the QBFTIdy_v6 but its not finished...

QBITS

Re: QL Tinkering

Posted: Fri May 17, 2019 10:39 am
by Cristian
Very nice!
Thank you

Re: QL Tinkering

Posted: Fri Jun 07, 2019 1:45 pm
by qbits
Hi All,
Busy people have busy minds my father used to say. In keeping busy my family being avid readers have produced a few books of their own over the years, some of which I have had the privilege to edit and format. Some years back I even managed to put together a collection of short stories, a couple of crime novels and a Sci Fi Trilogy. The later recently prompted me with the possibility of using it as the background to a New Game.

I was then reminded that I had made-up my own Font set for its fictional ancient script. That and the thought it might require a few Sprites, what can I say, dabbling in QL SuperBASIC and SBASIC coding has become a diversion I quite enjoy. Many thanks to the hours put in by all those involve with their creation and documentation.

However here’s my latest endeavour - QBITS BITMap Design. Any errors on my part with the code I’m sure someone will put me right. Look forwarded to any constructive advice as usual.

As to the New Game is in its infancy, basically just a few ideas, but hopefully something a-maz-ing will come out of it!

QBITS

Re: QL Tinkering

Posted: Fri Jun 07, 2019 2:18 pm
by vanpeebles
This looks excellent, and those graphics at the end too! :o I'll have to go this a go :)

Re: QL Tinkering

Posted: Fri Jun 07, 2019 5:07 pm
by Derek_Stewart
Hi,

Excellent piece of work, I foundbthe dicussion on bitmaps very interesting.

I have been porting Spectrum games to the QL, well the Q68 mainly. I was stumpted at the lack of user defined graphics (UDGs). A possiible solution was to refine a font with the 8x8 characters redefined for the UDGs. But this was a little unsatisfactory.

There is a Sinclair rountine to redefine individual character, but it would really work too well.

I had thought SBASIC getting in the way of proper game sprite animation and the best approach would programmed in assembler.

The QBITS sprite definitions look a better solution.