Help for people trying to use v2.7.
Displaying 1-8 of 8 total.
1
Ear
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First off, I wouldn't recommend using v2.7 at this point. If you are a newbie at v2, you definately SHOULD NOT use v2.7. Also, you'll get very little help when trying to use it. Here's some tips for using, however:
1) The graphics dlls you need should go in the sys\ directory off of your v2.7 directory. So, it should look something like this: C:\verge\sys\
You can change their path in the user.cfg.
2) To compile code, you need to run VCC and VASM. v2.7 comes with VC.BAT and VC.PIF that allow you to easily run both.
3) Get information on V2.7's standard library at: http://www.verge-rpg.com/~tsb/doc/
Also, if you want to release a demo soon, you should not use v2.7 yet. If you can stand to wait a while, you might want to start coding with it. Here are a few reasons why.
1) VCC does not correctly add up the total of variables you're using. This causes SERIOUS problems when V2.7 needs to allocate the memory. To force v2.7 to use the correct amount of allocated memory, you need to write down the real total of integers, strings and floats you are using and put them in system.vasm.
2) V2.7 has no drawing primatives yet. :P
VCC also has a slew of other bugs that make it a hassle to use.
- Ear "It's time for the human race to enter the solar system."
Posted on 2001-05-26 14:53:13
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sluimers
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Thanks for the info.
I have some comments and questions though.
V2.5 is working on 3 out of 3 of my computers.
V2.6 is working on 2 out of 3 of my computers.
V2.7 is working on 1 out of 3 of my computers.
I just hope you guys don't make a v2.8.
Why did you guys changed the codes? All those new keycodes confuses me. What did switch change to by the way?
What do you mean by drawing primatives?
And what's wrong with 8bit colours as bitdepth or for winverge27? Why the hell would we need 24bit colours? Most of the verge users are just beginners. And 32bit is IMO completely useless since we can hardly distinguish more than 24bit colours. I just can't see why I or anyone else would desperately need 256 different colours of green(and that's just 24 bit).
Posted on 2001-05-27 13:18:11
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zero
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as for your color issues 32 bit is realy nice for smooth gradients, transparency, and when your making logos you usualy have it in 32 bit so you can use textures wich dont always look very clean in 24 bit.
-X3r0-
Posted on 2001-05-27 18:21:20
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sluimers
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test
Posted on 2001-05-28 05:37:56
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sluimers
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Thanks
I forgot all about the logos.
Don't get yourself fooled, know what to expect.
Posted on 2001-05-28 05:47:43
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Praetor
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VergeC 2.7 is very much like C/++ in that vcc.exe translates the more user-friendly code into a more powerful language called VASM (which is akin to normal assembly (ASM) language)
vasm.exe in turn translates the VASM code into the system.xvc file in much the same way that an assembler translates ASM into an executable (.exe) file.
VHeaders (.vh files) are treated slightly differently than normal .vc files in that (at least in the rewrite of VCC that I'm working on) the name of the .vh file gets prepended (added to the beginning) of all of the global variables and functions in the .vh file (with the .vh filename and the identifier separated by a period) at compile time. What this allows is for more experianced coders to write functions or systems that are entirely contained in one file to be easily included in anyone's project.
If you've been around since the height of V2, then you'd remember the vast number of scripts written by more experianced vergers to be easily included into the projects of new coders to help them learn, or to just add general coolness. One problem was that if you created a battle system .vc file and you had a variable: int MonsterHP[5]; :then the user would not be able to have a variable by that name. The new .vh setup allows for the original coder to write code without using long convoluted identifiers (variable or function names) in order to keep it compatible.
Here's a sample .vh file before and after compiling:
int MonsterHP[6];
int GetMonsterHP(int index)
{
return MonsterHP[index];
}
int battle.MonsterHP[6];
int battle.GetMonsterHP(int index)
{
return battle.MonsterHP[6];
}
Now, what this will allow for is a form of class. If you know what classes are, you can probably see what I mean in the above example. If you don't, don't worry about it.
Anyway, I hope that helps...
Au Revoir
Praetor - Strong enough for a man, but made for a woman.
Posted on 2001-05-28 08:31:38
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sluimers
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Although I'm still not sure what vasms are for (do they make my game run faster?) vh perfectly makes sense. :)
Know what to expect
Posted on 2001-05-28 12:11:29
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Praetor
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coding in pure vasm COULD make your game faster, but I doubt the effects would be all that noticable...
besides, tSB's gone psycho and is now thinking of flushing my work down the drain for the second time and taking VergeC and VASM down with it...
Praetor - Strong enough for a man, but made for a woman.
Posted on 2001-05-28 23:20:33
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