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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About nawatw

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  1. I'm so confused T-T. I changed model to "medium" but i still got the error.(I've tried even Huge) Then I found out that if i use malloc between 63000 and 66000 I will get the error but i didn't get it if i use malloc(66000) or even higher. I think it's strange. I also found that it also happens to memset and memcpy when i tried memset(BUFFER,253,64000); memcpy(VGA,BUFFER,64000); The after running the following code it shows nothing but the OK message.(I expected some colors on the screen by memset and memcpy.) PS. I'm quite desperate right now T-T #include "mem.h" #include "stdio.h" #include "conio.h" #include "malloc.h" #include "d:\turboc~1\bmp\mode13h.cpp" unsigned char *VGA=(unsigned char *)0xA000; unsigned char *BUFFER; void initbuffer() { if ( (BUFFER=(unsigned char *)malloc(66000))==NULL) printf("Error"); else printf("OK"); } void main(void) { clrscr(); set_mcga(); initbuffer(); memset(BUFFER,253,66000); memcpy(VGA,BUFFER,66000); getch(); set_text(); free(BUFFER); }
  2. I'm back!! I've been very busy for the past several weeks. I want to make animations in Turbo C by using bitmap files. I have a code that loads and shows bmp. My problem is i want to use background. I mean I want to show an animation in the middle of the screen and also having a background. What I can do now is to draw background then draw picture on the middle. And for the next frame I have to redraw background again and then draw the picture. It works well til i change the delay between frames. When i want to do smoother animation i decrease the delay and the problem i got is that the animation in the middle of the screen flickers, ie. it's not smooth. Is there anyway to fix this problem? If you dont understand my english tell me. >_< Thank you. PS. I'm a beginner.
  3. Thanks a lot. Now there's only two errors left. The memset function. memset(&VGA[320*i],i,SCREEN_WIDTH); "Cannot convert 'unsigned char far*' to 'void *'" and "Type mismatch in parameter '__s' in call to 'memcpy(void *,int,unsigned int)" I don't know what it does >_<.
  4. By trial and error I manage to write this code. I don't know whether it's correct. I'm very weak at programming. #include "stdio.h" #include "conio.h" void my_memcpy(void far *dest,void *source,unsigned int size) { int i; for(i=0;i<size;i++) { *((char *)dest+i)=*((char *)source+i); } } void main(void) { char a[]="abcdefg"; char b[]="xyz"; void *prt=&a; clrscr(); my_memcpy(&a,&b,3); printf("%s\n",a); } After running, I get "xyzdefg".
  5. Erm.. I changed that line to -> byte far *VGA = (byte far *)(A0000000L); It said undefined symbol so i changed it to 0xA0000000L then there are four error in 2 lines memcpy(&VGA[screen_offset],&bmp->data[bitmap_offset],bmp->width); "Cannot convert 'unsigned char far*' to 'void *'" and "Type mismatch in parameter '__dest' in call to 'memcpy(void *,const void *,unsigned int)" memset(&VGA[320*i],i,SCREEN_WIDTH); "Cannot convert 'unsigned char far*' to 'void *'" and "Type mismatch in parameter '__s' in call to 'memcpy(void *,int,unsigned int)" Thanks
  6. I get the error on this line. byte *VGA=(byte *)0xA0000000L; /* this points to video memory. */
  7. Hi. I'm studying turbo c at my school and I have to write a program as the final project. The problem is i want load BMP files into the memory and draw it on the screen so I can make some animations. I'm just a beginner and I don't have any idea on coding all this. I found this code on the net but there's an error when i compile it. I get an "Cannot cast from 'unsigned long' to 'unsigned char *'" error. I don't know how to fix this so could you please tell me how to fix this error. [EDIT] Sorry for those who is writing a reply. I want to add that actually I successfully loaded a bitmap and draw it on the screen immediately but not saving it on the memory.The problem is that when i tried to make an animation, I have to redraw the background and since the animation is quick, it's not smooth. I see like the object is flashing on the screen. My idea is to load all the bitmaps into the memory then draw them on the screen in one time. Here is the code: #include <stdio.h> #include <stdlib.h> #include <dos.h> #include <mem.h> #define VIDEO_INT 0x10 /* the BIOS video interrupt. */ #define SET_MODE 0x00 /* BIOS func to set the video mode. */ #define VGA_256_COLOR_MODE 0x13 /* use to set 256-color mode. */ #define TEXT_MODE 0x03 /* use to set 80x25 text mode. */ #define SCREEN_WIDTH 320 /* width in pixels of mode 0x13 */ #define SCREEN_HEIGHT 200 /* height in pixels of mode 0x13 */ #define NUM_COLORS 256 /* number of colors in mode 0x13 */ typedef unsigned char byte; typedef unsigned short word; typedef unsigned long dword; byte *VGA=(byte *)0xA0000000L; /* this points to video memory. */ word *my_clock=(word *)0x0000046C; /* this points to the 18.2hz system clock. */ typedef struct tagBITMAP /* the structure for a bitmap. */ { word width; word height; byte *data; } BITMAP; /************************************************************************** * fskip * * Skips bytes in a file. * **************************************************************************/ void fskip(FILE *fp, int num_bytes) { int i; for (i=0; i<num_bytes; i++) fgetc(fp); } /************************************************************************** * set_mode * * Sets the video mode. * **************************************************************************/ void set_mode(byte mode) { union REGS regs; regs.h.ah = SET_MODE; regs.h.al = mode; int86(VIDEO_INT, ®s, ®s); } /************************************************************************** * load_bmp * * Loads a bitmap file into memory. * **************************************************************************/ void load_bmp(char *file,BITMAP *b) { FILE *fp; long index; word num_colors; int x; /* open the file */ if ((fp = fopen(file,"rb")) == NULL) { printf("Error opening file %s.\n",file); exit(1); } /* check to see if it is a valid bitmap file */ if (fgetc(fp)!='B' || fgetc(fp)!='M') { fclose(fp); printf("%s is not a bitmap file.\n",file); exit(1); } /* read in the width and height of the image, and the number of colors used; ignore the rest */ fskip(fp,16); fread(&b->width, sizeof(word), 1, fp); fskip(fp,2); fread(&b->height,sizeof(word), 1, fp); fskip(fp,22); fread(&num_colors,sizeof(word), 1, fp); fskip(fp,6); /* assume we are working with an 8-bit file */ if (num_colors==0) num_colors=256; /* try to allocate memory */ if ((b->data = (byte *) malloc((word)(b->width*b->height))) == NULL) { fclose(fp); printf("Error allocating memory for file %s.\n",file); exit(1); } /* Ignore the palette information for now. See palette.c for code to read the palette info. */ fskip(fp,num_colors*4); /* read the bitmap */ for(index=(b->height-1)*b->width;index>=0;index-=b->width) for(x=0;x<b->width;x++) b->data[(word)index+x]=(byte)fgetc(fp); fclose(fp); } /************************************************************************** * draw_bitmap * * Draws a bitmap. * **************************************************************************/ void draw_bitmap(BITMAP *bmp,int x,int y) { int j; word screen_offset = (y<<8)+(y<<6)+x; word bitmap_offset = 0; for(j=0;j<bmp->height;j++) { memcpy(&VGA[screen_offset],&bmp->data[bitmap_offset],bmp->width); bitmap_offset+=bmp->width; screen_offset+=SCREEN_WIDTH; } } /************************************************************************** * draw_transparent_bitmap * * Draws a transparent bitmap. * **************************************************************************/ void draw_transparent_bitmap(BITMAP *bmp,int x,int y) { int i,j; word screen_offset = (y<<8)+(y<<6); word bitmap_offset = 0; byte data; for(j=0;j<bmp->height;j++) { for(i=0;i<bmp->width;i++,bitmap_offset++) { data = bmp->data[bitmap_offset]; if (data) VGA[screen_offset+x+i] = data; } screen_offset+=SCREEN_WIDTH; } } /************************************************************************** * wait * * Wait for a specified number of clock ticks (18hz). * **************************************************************************/ void wait(int ticks) { word start; start=*my_clock; while (*my_clock-start<ticks) { *my_clock=*my_clock; /* this line is for some compilers that would otherwise ignore this loop */ } } /************************************************************************** * Main * * Draws opaque and transparent bitmaps * **************************************************************************/ void main() { int i,x,y; BITMAP bmp; load_bmp("d:\\turboc~1\\bmp\\ball.bmp",&bmp); /* open the file */ set_mode(VGA_256_COLOR_MODE); /* set the video mode. */ /* draw the background */ for(i=0;i<200;i++) memset(&VGA[320*i],i,SCREEN_WIDTH); // wait(25); /* draw a tiled bitmap pattern on the left */ for(y=0;y<=SCREEN_HEIGHT-bmp.height;y+=bmp.height) for(x=0;x<=(SCREEN_WIDTH)/2-bmp.width;x+=bmp.width) draw_bitmap(&bmp,x,y); // wait(25); /* draw a tiled transparent bitmap pattern on the right */ for(y=0;y<=SCREEN_HEIGHT-bmp.height;y+=bmp.height) for(x=SCREEN_WIDTH-bmp.width;x>=SCREEN_WIDTH/2;x-=bmp.width) draw_transparent_bitmap(&bmp,x,y); // wait(100); free(bmp.data); /* free up memory used */ set_mode(TEXT_MODE); /* set the video mode back to text mode. */ return; } PS. Please try to understand my english since it's not my mother language so I don't use it very well. Thank you. [Edited by - nawatw on December 20, 2004 8:28:26 AM]