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PlayBASIC Retail Upgrade Announcements

Started by kevin, January 28, 2007, 06:09:30 AM

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kevin

#15
PlayBasic V1.63v (compiler + IDE) BETA TESTING Required

  With the release of the learning edition pending, we want to ensure the PB v1.63 and it's companion IDE (1.17 ) are functioning to the best of our ability.   To do this, we need retail customers to  install the latest 1.63 updates (from the link bellow) and verify (test if with your projects and day to day programming  etcs)  it's functioning correctly on your system.  


Download

Get Update (login required)



kevin

#16
 PlayBasic V1.63v5 _Retail Patch_ is Now Available

  This release patches the existing PB1.63m retail release to the current retail release version of PBV1.63v5.   Therefore you'll need to install patch PB1.63m (at least) prior to this one ! (if you haven't already)

   The PB1.63v4 package includes updates of PB Compiler, Release / Debug Runtimes. The main difference to the previous PB1.63v runtimes is that this edition includes a few extra helper commands.   Such as LoadNewFXIMage.  LoadNewDLL, ReadNewFile etc

  For more information about PlayBasic, please visit the Play Basic home page and download the free version and dive in.

 Url: www.PlayBasic.com



Download

  Download PB1.63v5 Retail Patch (login required)



kevin

#17
 PlayBasic V1.63v6 _Retail Patch_ is Now Available

  This release patches the existing PB1.63m retail release to the current retail release version of PBV1.63v6.   Therefore you'll need to install patch PB1.63m (at least) prior to this one ! (if you haven't already)

   The PB1.63v6 package includes updates of PB Compiler, Release / Debug Runtimes. The main difference to the previous PB1.63v runtimes is that this edition is tweaked for the latest IDE betas and has some Runtime error trapping commands.   Such as GetRunTimeError, ClearRunTimeError.

  For more information about PlayBasic, please visit the Play Basic home page and download the 120 day free trial version and dive in.

 Url: www.PlayBasic.com



Download

  Download PB1.63v6 Retail Patch (login required)



kevin

#18
 PlayBasic V1.63w _Retail Patch_ is Now Available

  This release patches the existing PB1.63m retail release to the current retail release version of PBV1.63w.   Therefore you'll need to install patch PB1.63m (at least) prior to this one ! (if you haven't already)

   The PB1.63w package includes updates of PB Compiler, Release / Debug Runtimes / IDE V1.17 and latest SLIBS and HELP files.    The main difference to the previous PB1.63v6 runtimes is that this edition has some memory manager bugs ironed out of it.


  For more information about PlayBasic, please visit the Play Basic home page and download the free learning edition and dive in.

 Url: www.PlayBasic.com



Download

  Download PlayBasic V1.63w Retail Patch (login required)



kevin

#19
 PlayBasic V1.63w2 _Retail Patch_ is Now Available

  This update addresses an issue with the previous 1.63w for users who didn't have the News templates installed.    So if you downloaded the 1.63w and got crashes fetching news, then you need to re-download it.



Download

  ReDownload PlayBasic V1.63w Retail Patch (login required)



kevin

#20
Latest beta round up(July 22, 2008)



PlayBASIC V1.63w BETA 5 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w5 is re-engineered beta of PBV1.63 retail update.    This version includes some major changes to underlying graphics engine, such as it's now can transparently convert between irregular pixel formats.   However this is only supported through the draw image functionality though.   Other things like texture mapping require the source and target surfaces be of the same pixel format.   If they're not, you'll either get some crazy looking graphics or possibly a crash.   This only applies to those people wanting to force PB to use a particular pixel format (image depth) regardless of the host computers pixel format.      

  Other changes to the graphics engine have been the near complete replacement of the span rendering routines, which is a big job !   Such such, all of the presently supported fill methods now include pure MMX machine code optimized and fall back fill variations.   This means that some of the fillers are much quicker than previously, although aren't also.  Since they we're already MMX optimized.

  This version is WIP however, replacing the span fillers is  lot of work,  so not all video formats are supported in this version.  24bit & 32bit should be fully supported, however the 16bit modes are missing some of the unusual inkmodes.      




PlayBASIC V1.63w BETA 6 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w6 is a re-engineered beta of PBV1.63 retail update.   This version continues on from where the previous #5 beta left off.  Im this edition we have a complete new span rendering engine, although it's only called from BOX/CLS commands.   The engine corrects a number of odd bugs in various fill modes and pixel formats (alpha addition in 565 pixel formats were broken) as well incorporating MMX support for all of the major pixel fillers.    The only mode that isn't really supported with the same vigor is 24bit.   24bit is included but for legacy only.  




PlayBASIC V1.63w BETA 7 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w7 is a re-engineered beta of PBV1.63 retail update.   In this version we have a new set of gouraud shading/filler routines, these are used behind such commands an GouraudTri/GouraudQuad and ShadeBox.   The new code is opt'd for 15/16/24 and 32 bit pixel formats.  As a result, all three high level commands are quicker,  the most notable is shadebox.  Which is about 30% faster across 800*600 fill area on my test machine.  




PlayBASIC V1.63w BETA 8 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w8 is a re-engineered beta of PBV1.63 retail update.   This version adds inkmode support for  gouraud shading/filler routines (most are 32bit only), as well as new inkmode called Inverted subtractive (4096).   It's another subtract mode how this one subtracts the destination from the source,  giving a coloured inverse effect.   Inverted subtractive is supported through the regular span filler as well as the update gourad filler, while the solid colour versions support alll pixel formats, the gouraud version is 32bit for the time being.

  Anyway, give it a test and lets us know if your programs work in it !





PlayBASIC V1.63w BETA 9 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w9 is a re-engineered beta of PBV1.63 retail update.   This version adds rounds off the pixel format support for  gouraud shading/filler routines.  While the gourauds don't support every Inkmore, the ones that are supported (Alpha50, AlphaAdd, AlphaSub, AlphaMult + Alpha InvSub) are supported in 15/16/24/32bit pixels formats.


 
 

 (Inverted Subtractive)




PlayBASIC V1.63w BETA 10 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w10 is a re-engineered beta of PBV1.63 retail update.   This version adds an Anti Aliased Line render and a new bilinear filtered image scaler (FX surfaces only for the time being)

  Anyway, give it a test and let us know if your programs work in it !


Shape Tunnel Example

PlayBASIC Code: [Select]
   screen=NewFxIMage(GetScreenWidth(),GetScreenHeight())

rings=200
RingSize#=800

FarDepth#=20000
NearDepth#=10

me=NewConvexShape(RingSize#,64)

Edges=GetShapeEdges(me,0)*rings


ClsColour=rgb(50,50,50)

Do

rendertoimage Screen


CLs ClsColour

ink $ffffff
mx=getscreenwidth()/2
my=getscreenheight()/2

thisrgb=rgb(50,20,210)
thisrgb= $ffffff

zstep#=(NearDepth#-FarDepth#)/Rings
near=0
far=fardepth#

projection#=400
lockbuffer
For lp=0 to rings
x#=cos(angle#+lp*2)*455
y#=sin(angle#+lp)*255

z#=FarDepth#+(lp*zstep#)

ProjectedSize#=(RingSize#*projection#)/z#
Scale#=ProjectedSize#/RingSize#
rotateshape me,Angle#+(lp*10),Scale#

sx#=mx+((x#*projection#)/z#)
sy#=my+((y#*projection#)/z#)

ColourScale=255-(250*(z#/far))

ink RgbAlphaMult(ThisRgb,rgb(ColourScale,ColourScale,ColourScale))
; DrawShape me,sx#,sy#,2
DrawShape me,sx#,sy#,1
next
unlockbuffer

rendertoscreen
setcursor 0,0
ink rgb(255,255,255)
angle#=wrapangle(Angle#,1)




drawimage screen,0,0,false

print fps()
print edges
Sync
loop






 
  (AA Lines)


 
(Filtering)





Download


Download PB 1.63 Beta 10 (login required)



kevin

Beta #12 Round up (August 03, 2008)


PlayBASIC V1.63w BETA12 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


PB V1.63w12 is a re-engineered beta of PBV1.63 retail update. This version uses the new surface description format and texture span rendering routines. But there's a catch, in this beta it only supports 32bit and only includes the solid/transparent routines at this point. This means that you run your program in 16/24 bit and use rotated sprites/textures then you'll get nothing on screen. Same goes for is you use sprite draw modes, if you say alpha add, it'll draw a solid polygon in this version. So if you run your demos and nothing appears, now you know why.



PlayBASIC V1.63w BETA 12b (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


PB V1.63w12 is a re-engineered beta of PBV1.63 retail update. This version introduces a bare bone edition of the new texture mapping routines. The new routines include universal support for a uniform defuse colouring of sprites, which lets you Tint the sprite colour in real time as well as Bilinear filtering. By default both modes are disabled. You can control them via the new SpriteTint and SpriteFilter commands. Sprite Tint requires a sprite index and tint colour. To disable Tint set the Tint colour to rgb(255,255,255). Moreover to enable filtering set sprites filter mode to ON. Be warned though, Filtering is very runtime expensive. For every one texel (pixel) you transform from texture space to the screen, it costs about 6 times that of normal 'truncated' texel. While the version of the filter is much quicker than it was (about 35% than yesterday), it's never going to be express.

Another new feature of the texture mapper, is that the new design makes buffer formats irrelevant. Meaning that all mappers include a 'generic' pixel version to handle irregular buffer formats or depreciated sprite draw modes. I should point that this version of the mapper only included the solid render routines (for any screen depth), but none of the other Sprite draw modes have been added. Spent all day on the damn filter :)

This means you can store textures in say 16bit (to save some memory if you wanted) and render them to any other buffer, be it 16bit, 24bit or 32bit. it won't be fast as optimized filler (about say %35->50 slower), but it's still more than useful.




Play Basic V1.63w BETA 12c (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


PB V1.63w12 is a re-engineered beta of PBV1.63 retail update. This version adds another expansion to the core texture mapper. Which now includes support for rendering from AFX formatted images (AFX images are 32bit images with Alpha Channel data). This means you can draw a tinted, filtered, scaled/rotated surface with Alpha Channel (solid or transparent) to any type of buffer. This gives you a world of new creative possibilities, provided you use your common sense.








WIP Gallery


    PlayBasic V1.63  WIP Gallery



kevin

BEta 13 Round Up


PlayBASIC V1.63w BETA 13 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PlayBASIC V1.63w13 is a re-engineered beta of PBV1.63 retail update.    This version changes course from beta 12.  This version includes the new compressed texture mapper at it's heart.  This new solution also includes texel processing abilities mentioned in the blog.  ATM, these are in test mode,  so are limited , plus not all of the original effects are supported also.        Moreover, While this version support Filtered sprites, filtering has no compressed support.  So texel processing and filtering can't be combined in this versions.

  Another change is the buffer conversion routines behind the prepareFXimage has been update.  The new changes allow AFX pixel formats to be built from any FX or video surface.  Surfaces without ALPHA channel (16/24 bit surfaces) have solid (none mask colour) pixels set to 255 in the output stream.










PlayBASIC V1.63w BETA 13b (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w13 is a re-engineered beta of PBV1.63 retail update.    This version corrects some issues with the previous beta and adds more texel processing effects to the texture mapper.  This version supports   Colour Flash,  ColourAlha, Colour ADD, Colour SUB, Colour Mask And& OR as well as colour tint, filtering and compression.   Making it about 60% or so of the way through the conversion.  



Download


Download PB 1.63 Beta 13b (login required)




WIP Gallery


PlayBasic V1.63  WIP Gallery



kevin

#23
Beta #14 Round Up (August 12, 2008)


PlayBASIC V1.63w BETA 14 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w14 is a re-engineered beta of PBV1.63 retail update.    This includes the destination blending effects such as AlphaADD,AlphaSub,Alpha50 and Alpha Blend (variable).   These can be used in combination with the texel effects now.    Well providing your working in 32bit,  as not all pixel depths are supported in this version.   But this version pretty much includes all the previously functionality.   So you can start testing it with your projects.  

  This version is about 80% complete  

 This piccy is a group of TINTED Sprites with ALPHA ADD on output combination.

 






PlayBASIC V1.63w BETA 14b (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w14b is a re-engineered beta of PBV1.63 retail update.    This version  represents the first real workable replacement of the new sprite engine.      While not all sprite draw modes are supported,  it includes the following.

  * Supported Texel processing modes

      1024 = Colour Flash
      2048 = Colour Alpha (variable cross fade sprite with colour)
      4096 = Colour Alpha ADD
      8192 = Colour Alpha SUB
     65536 = Colour Mask Logical AND
    131072= Colour Mask Logical OR


  * Supported output modes   (these are 32bit only beta 14b)
      04 = AlphaMode. (Variable Alpha Blends the sprite image)
      08 = AlphaBlend 50/50
     16 = Alpha Addition
     32 = ALpha Subtraction


  As well as

   * Base Colour (Sprite Tint)
   * optional Filtering
   * Alpha Channel    


 The Following modes are NO longer supported.

  * NOT Supported Texel processing modes
         64 = Fade    
        128 = Gouraud Fade
        256 = RGB Gouraud 50/50 Alpha Blend
        512 = RGB Gouraud Alpha Addition
     16384 = Colour Replace
     32768 = Raster Bar Colour Replace






PlayBASIC V1.63w BETA 14c (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w14c is a re-engineered beta of PBV1.63 retail update.    This version  adds support for two render modes and is little more optimized than Beta 14b.    




WIP Gallery


PlayBasic V1.63  WIP Gallery





kevin

#24
  BETA #15 ROUND UP


Play Basic V1.63w BETA 15 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


    PB V1.63w15 is a re-engineered beta of PBV1.63 retail update.    This version extends the destination blending support.  Allowing 16bit modes to be blended with Alpha50 and Alpha Addition.

   * Supported Texel processing modes

          64 = Fade       
       1024 = Colour Flash
       2048 = Colour Alpha (variable cross fade sprite with colour)
       4096 = Colour Alpha ADD
       8192 = Colour Alpha SUB
      16384 = Colour Replace
      65536 = Colour Mask Logical AND
     131072= Colour Mask Logical OR


   * Supported output modes   
       04 = AlphaMode. (Variable Alpha Blends the sprite image)  (32bit only in this beta)
       08 = AlphaBlend 50/50    (16 + 32bit supported)
      16 = Alpha Addition          (16 + 32bit supported)
      32 = ALpha Subtraction    (32bit only )


   As well as

    * Base Colour (Sprite Tint)
    * optional Filtering
    * Alpha Channel     


  The Following modes are NO longer supported.

   * NOT Supported Texel processing modes
         128 = Gouraud Fade
         256 = RGB Gouraud 50/50 Alpha Blend
         512 = RGB Gouraud Alpha Addition
      32768 = Raster Bar Colour Replace


   This version is about 90% complete,  from here's it's just tweaking the interface then rolling out 16bit / 24bit editions of the output methods..  I strongly recommend testing your programs in this edition.   If your program doesn't work in this, then it won't work in the update..






Play Basic V1.63w BETA 15c (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


    PB V1.63w15c is a re-engineered beta of PBV1.63 retail update.    This version includes destination blending support for 16bit & 32bit pixel modes.
  Allowing, Alpha Blend Variable,  Alpha50, Alpha ADDition, Alpha Subtraction and of course Solid.


   * Supported Texel processing modes

          64 = Fade       
       1024 = Colour Flash
       2048 = Colour Alpha (variable cross fade sprite with colour)
       4096 = Colour Alpha ADD
       8192 = Colour Alpha SUB
      16384 = Colour Replace
      65536 = Colour Mask Logical AND
     131072= Colour Mask Logical OR


   * Supported output modes   
       04 = Alpha Blend.           (Variable Alpha Blends the sprite image)  (16+ 32bit only in this beta)
       08 = AlphaBlend 50/50     (16 + 32bit supported)
       16 = Alpha Addition         (16 + 32bit supported)
       32 = ALpha Subtraction   (16 +32bit modes supported )


   As well as

    * Base Colour (Sprite Tint)
    * optional Filtering
    * Alpha Channel     


  The Following modes are NO longer supported.

   * NOT Supported Texel processing modes
         128 = Gouraud Fade
         256 = RGB Gouraud 50/50 Alpha Blend
         512 = RGB Gouraud Alpha Addition
      32768 = Raster Bar Colour Replace


   This version is about 90% complete,  from here's it's just tweaking the interface then rolling out 24bit editions of the output methods..  I strongly recommend testing your programs in this edition.   If your program doesn't work in this, then it won't work in the update..




Download


   DELETED ->  Newer version bellow





WIP Gallery


PlayBasic V1.63  WIP Gallery




kevin

#25
Release Candidate Beta Testing



PlayBASIC V1.63w BETA 16  Release Candidate #1


   PB V1.63w16rc1 is a re-engineered beta of PBV1.63 retail update.    This version includes all the new functionality.  Now it needs field testing..


  * Supported Texel processing modes

         64 = Fade      
      1024 = Colour Flash
      2048 = Colour Alpha (variable cross fade sprite with colour)
      4096 = Colour Alpha ADD
      8192 = Colour Alpha SUB
     16384 = Colour Replace
     65536 = Colour Mask Logical AND
    131072= Colour Mask Logical OR


  * Supported output modes  
      04 = Alpha Blend.           (Variable Alpha Blends the sprite image)  (15, 16, 24+ 32bit supported)
      08 = AlphaBlend 50/50     (15, 16, 24 + 32bit supported)
      16 = Alpha Addition         (15, 16, 24 + 32bit supported)
      32 = ALpha Subtraction   (15, 16, 24 +32bit supported )


  As well as

   * Base Colour (Sprite Tint)
   * optional Filtering
   * Alpha Channel    


 The Following modes are NO longer supported.

  * NOT Supported Texel processing modes
        128 = Gouraud Fade
        256 = RGB Gouraud 50/50 Alpha Blend
        512 = RGB Gouraud Alpha Addition
     32768 = Raster Bar Colour Replace





PlayBASIC V1.63w BETA 16  Release Candidate #2 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w16rc2 is a re-engineered beta of PBV1.63 retail update.    This update restores the Gouraud combination modes in the sprite texture mapper.   It's been necessary to change how the Gouraud FADE mode works,  but only slightly (See note bellow).   Moreover there's a new pair of commands that allow some extra control over the triangulation of a sprite.  By default the PB1.63 gfx engine render quads, always has.  However with gouraud combination modes Triangles can sometimes look better (since the colours can spill over the quad at certain orientations).  To enable it set, SpriteTriangulated to TRUE.

  This version now includes all the new functionality.  Now it needs field testing..


  * Supported Texel processing modes

         64 = Fade      
        128 = Gouraud Fade    (NOTE: Use SpriteImageRGB to control the intensity at each vertex,  SpriteImageIntensity is obsolete)
        256 = RGB Gouraud 50/50 Alpha Blend
        512 = RGB Gouraud Alpha Addition
      1024 = Colour Flash
      2048 = Colour Alpha (variable cross fade sprite with colour)
      4096 = Colour Alpha ADD
      8192 = Colour Alpha SUB
     16384 = Colour Replace
     65536 = Colour Mask Logical AND
    131072= Colour Mask Logical OR


  * Supported output modes  
      04 = Alpha Blend.           (Variable Alpha Blends the sprite image)  (15, 16, 24+ 32bit supported)
      08 = AlphaBlend 50/50     (15, 16, 24 + 32bit supported)
      16 = Alpha Addition         (15, 16, 24 + 32bit supported)
      32 = ALpha Subtraction   (15, 16, 24 +32bit supported )


  As well as

   * Base Colour (Sprite Tint)
   * optional Filtering
   * Alpha Channel    


    The Following modes are NO longer supported.

  * OBSOLETTE Texel processing modes
     32768 = Raster Bar Colour Replace


  -   





PlayBASIC V1.63w BETA 16  Release Candidate #3 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w16rc3 is a re-engineered beta of PBV1.63 retail update.   This update smooths out the functionality further and removes a bucket load of dead code.   The only changes in behavior are to the TextureTri, TextureQuad and DrawRotatedImage commands which can now respond to some InkMode methods.   Namely AlphaBlend, Alpha50, AlphaADD & AlphaSUB.    You can also enable filtering by setting bit 3 (As you do in PlayBasicFX)..

  Bit0= Mask (1) = MaskColour
  Bit1= Mask (2) = Use Alpha Channel   (PlayBasicFX only..)
  Bit2= Mask (4) = Not Used
  Bit3= Mask (8) = Filtering

   To draw a Filtered, solid  rotated image you'd use   a draw mode of 8,  to draw a transparent  filtering image you'd use 1+8 (9)..  You know bit masks.

   If the image you pass the function is an AFX formated image, then the solid pixels (no mask colour pixels) in the surface will be blended using the Alpha Channel.   This can used in combination with filtering also.   Filtering pretty much triples of the cost of every pixels rendered, so use sparingly.

   This version now includes all the new functionality.  Now it needs field testing..


  * Supported Texel processing modes

         64 = Fade      
        128 = Gouraud Fade    (NOTE: Use SpriteImageRGB to control the intensity at each vertex,  SpriteImageIntensity is obsolete)
        256 = RGB Gouraud 50/50 Alpha Blend
        512 = RGB Gouraud Alpha Addition
      1024 = Colour Flash
      2048 = Colour Alpha (variable cross fade sprite with colour)
      4096 = Colour Alpha ADD
      8192 = Colour Alpha SUB
     16384 = Colour Replace
     65536 = Colour Mask Logical AND
    131072= Colour Mask Logical OR


  * Supported output modes  
      04 = Alpha Blend.           (Variable Alpha Blends the sprite image)  (15, 16, 24+ 32bit supported)
      08 = AlphaBlend 50/50     (15, 16, 24 + 32bit supported)
      16 = Alpha Addition         (15, 16, 24 + 32bit supported)
      32 = ALpha Subtraction   (15, 16, 24 +32bit supported )


  As well as

   * Base Colour (Sprite Tint)
   * optional Filtering
   * Alpha Channel    


    The Following modes are NO longer supported.

  * OBSOLETTE Texel processing modes
     32768 = Raster Bar Colour Replace


 




Play Basic V1.63w BETA 16  Release Candidate #4 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)


   PB V1.63w16rc4 is a re-engineered beta of PBV1.63 retail update.   This update corrects few more differences as well includes some integer opcode improvements in the VM for faster code execution.  Which make this update the fastest version (built on VM#1) available to date




kevin

#26
Play Basic V1.63w BETA 16  Release Candidate #7 (Retail Compiler Only Beta) - (Avail for Registered Users ONLY)

     PB V1.63w16rc7 is a re-engineered beta of PBV1.63 retail update.   This version corrects a number of parser level bugs in the compiler.  Please be aware that such changes can also alter the parsers behavior in unforeseen situations.  So it's possible this version may refuse too compile old source codes.   I highly recommend testing your program is this version.     I won't be updating it post releasing the official patch.



WIP Gallery


PlayBasic V1.63  WIP Gallery



kevin

#27




PlayBasic V1.64  Retail Upgrade is Released (2nd, Sep, 2008)



  This release updates the existing PB1.63w2 retail release to the current retail release version of PBV1.64.   Therefore you'll need to install patch PB1.63w2 (at least) prior to this one ! (if you haven't already)

  The PB1.64 package includes updates of PB Compiler, Release / Debug Runtimes &  IDE V1.17.   This update brings a world of new functionality to the graphics engine.   While most of the changes are to give the classic edition of PlayBasic the same basic controls as it's replacement (PBFX), there are some unique features also.   So without further adue, lets pick through the main ones.


 New Features Since Last Release (V1.63w)

 Sprite Engine Features
    * Sprite Tint (colourize a sprite)
    * Bilinear filtering  
    * Alpha Channel
    * Pixel input effects can be combined with output streams.  Allowing combinations of the effects to the processed.
    * New Image & Sprite mapping engine support texture compression and universal surface depth support.  Eg.  Allowing 16bit images to drawn to 32bit and vice versa.
    * Faster 32bit image rendering.


 Graphics Engine
    * Two new INK modes  Inverted subtractive and Multiply modes.  
    * Gouraud/textured polygons respond to all major InkModes.  
    * textured polygons support alpha channel and filtering.
    * Image rendering support rendering between mismatched surface depths.
    * Faster vector & image drawing generally with all fillers being MMX optimized.
 

 Compiler & RunTime

    * Integer Math optimizations for Faster Code Execution.  
    * Various Parser Bug fixes.  (nested typed pointers, etc)
    * Fixed Runtime memory deallocation issues with FX images.



  Make sure you read through the update History for the nitty gritty of all the new features/commands and differences.


  For more information about PlayBasic, please visit the Play Basic home page and download the free learning edition and dive in.

 Url: www.PlayBasic.com




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 PlayBasic V1.63 -> V1.64  WIP Gallery





kevin

#28




PlayBasic V1.64c  Retail Upgrade is Released (30th, Sep, 2008)



  This release updates the existing PB1.63w2 retail release to the current retail release version of PBV1.63w.   Therefore you'll need to install patch PB1.63w2 (at least) prior to this one ! (if you haven't already)

  The PB1.64c package includes updates of PB Compiler, Release / Debug Runtimes &  IDE V1.17.   The upgrade includes a few minor bugs.


  For more information about PlayBasic, please visit the PlayBASIC home page and download the free learning edition and dive in.

 Url: www.PlayBasic.com



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kevin

#29




PlayBasic V1.64h _Retail Upgrade_ is Now Available (12th, Jan, 2009)

  This release updates the existing PB1.63w2 retail release to the current retail release version of PlayBasic V1.64h.   Therefore you'll need to install patch PB1.63w2 (at least) prior to this one ! (if you haven't already)

  The PB1.64h package includes updates of PB Compiler, Release / Debug Runtimes, IDE V1.17 & DOCS.    The main changes to this release (apart from bug fixes) would be the new image loading library.  This library allows you to Load BMP,TGA,PNG (with alpha channels) directly into PB.  Moreover this library is also used behind LoadMapGFX command, making it a lot less picky on the image format.     Other changes are to the internal rendering routines. Which should now universally support rendering of the AFX images in any pixel format.   AFX images are of course FX images with Alpha Channel.

  For example, you can load a PNG/TGA or even BMP (32bit) and have PB handle everything for you using the new LoadAFXimage and loadNewAFXimage commands.  These commands ensure the surface is kept 32bit, regardless of the users display depth.  So it'll just work.   Previously you could use the PrepareAFXimage command to convert a loaded (or created) surface.   But this process would fail if the users system was running the program in a 16 or 24bit display mode, due to their video hardware hardware.   Why ? - Those formats have no Alpha bits.     So creating a AFX surface from them is useless.

  One short coming that comes to mind, is that if you use GETIMAGE to cut frames from a larger AFX image,  this might not work correctly when the users display depth is not equal to 32bit.   So for the time being, it might be better to previously split those animations into a series of files.  Not ideal, but at least you don't have to use external libraries anymore.  Although you can if you need to.


  For more information about PlayBasic, please visit the Play Basic home page and download the FREE learning edition and dive in.

  Url: www.PlayBasic.com




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