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Old 26 February 2016, 19:42   #21
jeff b00toNic
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I can assure you it is on that FTP!
Have a look here how to access it.

http://eab.abime.net/showthread.php?t=64668
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Old 27 February 2016, 15:13   #22
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Quote:
Originally Posted by jeff b00toNic View Post
I can assure you it is on that FTP!
Have a look here how to access it.

http://eab.abime.net/showthread.php?t=64668
Thank you I found it.
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Old 06 March 2016, 20:24   #23
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This doesnt belong in this thread I think there was a relevant thread But I couldnt find it
I use _ symbol in alot of my variables so converting Amos to Blitz all my variable names give errors _Name1=_Name1+1 has anyone else noticed this?

Im sure there was a thread were this type of nameing was suggested in amos.
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Old 07 March 2016, 01:16   #24
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Yep, Blitz 2 doesn't like variables to begin with an underscore. AmiBlitz allows it however. Different compilers will often have different recommendations regarding naming conventions. I would suggest doing a find/replace on your _ character to update your code.
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Old 07 March 2016, 02:02   #25
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Thank you for your answer I am intrested to find out more about AmiBlitz is it fully compatible with Blitz 2? Blitz is growing on me but the learning process is a bit slow

One thing I really miss is just a simple cut and paste.
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Old 07 March 2016, 12:42   #26
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Generally, yes, it is compatible as it uses all the same command libraries (with many of them improved and bugfixed), and the editor is a vast improvement. But it's less compatible in that it requires an FPU for some code and OS2 for other parts so it's not really an option if you're writing code for an A500 for example. Some minor changes mean some code needs to be tweaked (the Null() function has changed for example).

If you are using the original Blitz 2 editor (by default highlights keywords in yellow and has a coloured title bar on the screen), you should really swap it for SuperTED, which feels more like a real text editor, including better copy & paste support.
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Old 07 March 2016, 12:45   #27
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No underscore will be a problem for me without this code is just messy

AmiBlitz editor needs FPU but do programs compiled with this require a FPU
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Old 07 March 2016, 13:17   #28
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Maybe you could replace the underscore with "My" or something instead.

Some will, some won't. It depends on the commands used. For example, Val() needs an FPU with AmiBlitz but doesn't with Blitz 2. Commands that now need an FPU aren't documented so it's hard to tell what's safe to use and what isn't. Personally I test on an emulator to check for issues without an FPU since all my Amigas have an FPU fitted.
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Old 07 March 2016, 13:22   #29
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Thanks for all your helpful replys.
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Old 07 March 2016, 19:59   #30
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Almost all programms created with AmiBlitz today will almost certainly need a FPU to run. Maybe not a simple "hello world" but everything above this level. The FPU code slipped accidently into the environment and is nowadays hard to separate from non-FPU code. You have to go several revisions back to get the IDE without this. Maybe back to AB2.5 (now it is 3.6.x).
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Old 07 March 2016, 20:21   #31
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and would a older version of AmiBlitz be fully unFPU
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Old 07 March 2016, 22:03   #32
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I can't remember when it became an issue, but you can always try AmiBlitz 2 from AmigaFuture.de and see if you have any FPU-related issues. Even with the latest AmiBlitz 3 I can make executables that run on an 020 machine without an FPU, but you need to avoid some commands like Val(). Vallong() is a good substitute here if you only care about integers. Test your code on an FPU-less machine to see if any crashes occur.
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Old 28 September 2016, 10:07   #33
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Is there an issue with using SaveShapes on 8 bitplanes (AGA)? When I try it, it only seems to output two bitplanes.

(6 bitplane images seem to be fine)
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Old 02 October 2016, 01:51   #34
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Quote:
Originally Posted by earok View Post
Is there an issue with using SaveShapes on 8 bitplanes (AGA)? When I try it, it only seems to output two bitplanes.

(6 bitplane images seem to be fine)
Did you try it on an AGA machine?
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Old 18 October 2016, 13:24   #35
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Yes, I did.

I think I've worked it out - my shapes were too big (especially across eight bitplanes) to fit within Blitz shapes (presumably because they have to fit in the size that can be transferred in a single blit?)


Does anyone know of any way of simply saving a BitMap object and restoring it? Not as an IFF (that needs to be decoded etc) but in a similar way to SaveShapes where it's essentially a memory dump.
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Old 18 October 2016, 22:24   #36
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You can store all used bplanes one after another, as raw. You might want to crunch it a bit, probably.

Size is bmap\_ebwidth*\_height*\_depth. Addresses of planes are in bmap\data[0....7]

I am not sure about any size limit in shapes. I'll try. '\bltsize' is word; a full screen lowres 8bits is about 80kB which exceeds word boundary. But this could be blitter releated; maybe bltsize is per plane.

Code:
NEWTYPE.shape 
_pixwidth.w ;00: NULL if no shape present, 
; else pixel width of shape 
_pixheight.w ;02: pixel height of shape 
_depth.w ;04: depth, in bitplanes, of shape 
_ebwidth.w ;06: even byte width of shape 
_bltsize.w ;08: BLTSIZE of shape 
_xhandle.w ; 10: horizontal handle of shape 
_yhandle.w ; 72: vertical handle of shape 
_data.l ; 14: pointer to graphic data - Plane 1, Plane2... 
_cookie.l ; 75: pointer to one bitplane cookiecut 
_onebpmem.w ;22: memory taken by one bitplane of shape 
_onebpmemx.w ;24: memory taken by one bitplane of shape, 
; plus an extra word per bitplane per vertical pixel 
_allbpmem.w ;26: memory taken by entire shape. 
_allbpmemx.w ;28: memory taken by entire shape, plus an 
; extra word per bitplane per vertical 
; pixel 
_pad.b(2) ;30: 
;32: sizeof 
End NEWTYPE
Code:
NEWTYPE.bitmap 
_ebwidth.w ;00: even byte width of bitmap 
_height.w ;02: pixel height of bitmap 
_depth. w ; 04: depth, in bitplanes, of bitmap 
_pad.b(2) ;06: 
_data .l (8) ;08: Max of 8 pointers to bitplanes 
_pad2.b(22) ;40: 
isreal.w ;62: =0 : no bitmap present 
;<0 : bitmap present 
;>0 : bitmap present, but not ours 
;64: sizeof 
End NEWTYPE
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Old 19 October 2016, 01:38   #37
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I think I can see where you're going with this - the bitmap newtype, presumably they're held in an array somewhere that we can directly alter the values? And so long as we upload the bitplanes themselves to somewhere in chipram, we just direct the pointers at them?

(Apologies for the really amateur questions! I'm still getting the hang of blitz)
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Old 19 October 2016, 09:45   #38
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Code:
NewType.Bitmap
_   ebwidth[0]     ;00: for compatability.
_   linemod.w      ;00: value to get from one scanline to next.
_   height.w       ;02: currently pixel height - but open to commodore
                   ;    'enhancement'.
_   depth.w        ;04: number of bitplanes.
_   pad.b[2]       ;06: nothing.
_   data.l[8]      ;08: actual bitplane pointers.
_   pad2.b[12]     ;40: zilch.
_   flags.w        ;0=normal bitmap, <0=interleaved.
_   bitplanemod.w  ;value to get from one bitplane to next. MAY BE 0!
_   xclip.w        ;pixel width for render clipping
_   yclip.w        ;pixel height for render clipping
_   cclip.w        ;number of colours available on bitmap ( = 2^_depth)
_   isreal.w       ;0=no bitmap here, <0=blitz created bitmap, 
                    >0=borrowed
	           ;64: sizeof
End NEWTYPE
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Old 19 October 2016, 09:48   #39
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Earok, what exactly are you looking to do?
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Old 19 October 2016, 11:49   #40
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Well basically..

I've got some fullscreen AGA images (320x256x8 bitplanes) and I want them to be loaded into a Bitmap in the quickest possible way, without the time it takes to decode an ILBM etc.

LoadShapes/SaveShapes I guess would work but there's still the step of blitting the loaded shape on to the Bitmap.
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