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  could someone kindly bring me up to date with a couple qb64 items?
Posted by: madscijr - 06-13-2022, 06:32 PM - Forum: General Discussion - Replies (7)

I'm a little confused today... Going to qb64.com, in the Community > Forums section, there was always a link to here (which appeared last on the list, not sure why) but now it says there are no official forums for QB64, and no link to these forums at all. 

Searching for answers, I wound up at 
https://barnes.x10host.com/pages/BASIC-R...ources.php
where a link to these forums is first on the list. 

This may be a dumb question, but I'm not entirely clear what barnes.x10host.com is for, or why all this QB64 stuff isn't under one qb64.com domain? 

I realize things tend to change quickly in this crazy world of ours, and I don't follow the discord thread constantly, and maybe I missed a memo, so could someone explain what's up with that? 

Also, I see the talk about the new QB 0.81. The last version of QB64 that I downloaded, before the fiasco with what's his name, was 2.0.2. I imagine that after The Jerk kicked everyone off of the forums which included the git project for the source code, that the project had to be forked or recreated or whatever it was the devs had to so, but does that mean the only code we could pick up from was from before 1.0, or did the devs decide that QB64 PE was now a different project, and decide on some beta version numbering? 

I never saw a memo about the version numbering, so am not sure how that all came about. 
I would think that even if we "rebranded" QB64 as "phoenix edition", that we would want to keep incrementing the version number we had, and the next release would be version 2.1.x, 3.x, or similar? 
This kind of reminds me of back in the day when the marketing people for Intel started calling their CPUs Pentium, Pentium II, Pentium III, etc. instead of 586, 686, 786, etc. It's mildly annoying but as long as the stuff works right? I just want to understand how this newest version 0.81 compares to the old version 2.0.2, before upgrading...

Anyway, if anyone could please set me straight on the forums and the version numbering and which Web sites / domains are for what, it would be much appreciated!

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  HUNTER AND HUNTED
Posted by: James D Jarvis - 06-13-2022, 01:02 PM - Forum: Programs - Replies (2)

Hunter and Hunted is a spin on the classic text based grid hunting game Hurkle. This time it isn't just you and the Hurkle as you are also being hunted by the Bellicose Behinder. Can you find the Hurkle before the Bellicose Behinder finds you?

Code: (Select All)
'HUNTER AND HUNTED
_Title "HUNTER AND HUNTED"
Randomize Timer
Locate , 10: Print "H U N T E R    A N D    H U N T E D"
Print: Print: Print
Print "A Hurkle hunting game where you are both predator and prey"
Print: Print: Print
Do
    eaten$ = "no": found$ = "no": n = 15: g = 20
    hx = Int(Rnd * g) + 1: hy = Int(Rnd * g) + 1
    'the behinder starts
    b = Int(Rnd * 4)
    Select Case b
        Case 0:
            bx = 1
            by = Int(Rnd * g) + 1
        Case 1:
            bx = g
            by = Int(Rnd * g) + 1
        Case 2:
            by = 1
            bx = Int(Rnd * g) + 1
        Case 3:
            by = g
            bx = Int(Rnd * g) + 1
    End Select

    Print "A Hurkle is hiding somwhere in a "; g; " by"; g; " grid."
    Print "Homebase is at 0,0 and you must guess the hurkles location."
    Print "(X is West - East,  Y  is North - South)"
    Print "But BEWARE a BELLICOSE BEHINDER is also on the hunt..."
    Print "... and you are the prey."
    Print "Each turn you may enter your move as an x,y coordinate."
    Print "Hints will be provided as you play."
    Print
    Do
        Print "You have "; n; " turns left."
        If (Abs(x - bx) < 3 And Abs(y - by) < 3) Or (Abs(x - hx) < 4 And Abs(y - hy) < 4) Then
            Print "Something is stirring to the ";
            If y < by Then Print "north";
            If y > by Then Print "south";
            If x < bx Then Print "east";
            If x > bx Then Print "west";
            Print "."
        End If

        Input "Where do you think the Hurkle is Hiding? ", x, y
        n = n - 1
        Print
        If x = hx And y = hy Then
            found$ = "yes"
            Print "YOU FOUND THE HURKLE !"
            Print
        Else
            Print "Look ...";
            If y < hy Then Print "north";
            If y > hy Then Print "south";
            If x < hx Then Print "east"
            If x > hx Then Print "west"
            Print
        End If
        'there's a chance the behinder moves.... oh yeah it's coming for you
        If Int(Rnd * 100) < 31 Then
            Print
            Print "You hear the Behinder bounding."
            Print
            b = Int(Rnd * 4)
            Select Case b
                Case 0: bx = bx - 1
                Case 1: bx = bx + 1
                Case 2: by = by - 1
                Case 3: by = by + 1
            End Select
        End If

        If bx = x And by = y Then
            Print "OH NO !"
            Print
            Print "THE BELLICOSE BEHINDER HAS POUNCED ON YOU!"
            Print
            eaten$ = "yes"
        End If
    Loop Until found$ = "yes" Or n = 0 or eaten$="yes"
    If found$ = "yes" Then
        Print "That was just "; n; " turns!"
    Else
        If eaten$ = "yes" Then
            Print
            Print "YOUR HUNT IS OVER."
            Print
        Else
            Print
            Print "SORRY YOU DON'T HAVE ANY TURNS LEFT."
            Print
        End If
    End If
    Print
    Input "Play again ? (Yes or No) ", askquit$
    askquit$ = Left$(LCase$(askquit$), 1)
Loop Until askquit$ = "n"

Print this item

  Problem with User Defined Function
Posted by: RNBW - 06-13-2022, 10:08 AM - Forum: Help Me! - Replies (2)

When I try to compile this snippet

Code: (Select All)
Type ButtonT
    x As Integer        'Position left top
    y As Integer
    w As Integer        'Height
    h As Integer        'Width
    text As String        'label
End Type

Function Button(x As Integer, y As Integer, w As Integer, h As Integer, Text As String) As ButtonT                                    
  'Defines and draws a new button

    Dim As ButtonT btn
    
    btn.x = x
    btn.y = y
    btn.h = h
    btn.w = w
    btn.text = text
        
    'Button_Draw(btn, ButtonColor)
    
  Return btn
    
End Function
I get the following error:

------------------------
Expected )
Caused by (or after):
Line 9:
Function Button_New(x As Integer, y As Integer, w As Integer, h As Integer, Text As String) As Button
------------------------

Can someone clarify what I am doing wrong.

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  Calendar Maker 3
Posted by: SierraKen - 06-13-2022, 01:50 AM - Forum: Programs - Replies (3)

[Image: 8-2022.jpg]

Whew, after a few days and around 8 hours of programming, I have just finished Calendar Maker 3. It took so long because the original variables are very scattered and it was like a puzzle. What I added for this version is the ability to save up to 12 characters on each day of the month and go back to it anytime on your computer. The hardest part was then keeping that information there as you look at other months. You can add information to a day in the beginning of the program and it will save it as a .txt file on your computer (loadable with Notepad if you wish) and then it makes the month on your screen with that info. Then you can surf around to other months using the left and right arrow keys and to load a month, press the L key and it will bring up a new screen asking which year and month to load. You can only load one month at a time. Version 2 made the ability to print out all 12 months on your printer at once using some U.S. holidays, but none of your saved info will still be on those 12 printouts. Or you can press P on each month and print out those with your loaded info if you wish. The key commands are on the Title Bar so it's fairly easy to use. There is also the version 1 ability to save that month as a .BMP picture file to your computer by pressing S.  Thank you to B+, Steve, euklides, and TempodiBasic for some code years ago. Also thanks to whoever made the code I found online years ago for the Easter date.  
Enjpy Smile

(Code deleted, use code on the next post instead.)

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  VM with Linux install
Posted by: Richard - 06-12-2022, 09:06 AM - Forum: Help Me! - Replies (16)

I have some experience with Windows + QB64.

I am now trying out LINUX (never used/studied Linux before) on a Virtual Machine (VM).

Would appreciate some help to install QB64 into VM Linux - to be able to get to a working "Hello World" program.

Thanks in advance.

Print this item

  QB64 0.8.1 - File call error message.
Posted by: Kernelpanic - 06-11-2022, 10:07 PM - Forum: General Discussion - Replies (2)

I downloaded and installed version 0.8.1 from Github. I already get an error message when I want to call up a BAS file, see screenshot. I can't get any further. One error message comes after the other.

In the picture you can see how I have it installed. There are no problems with V 2.0.2 and 0.7.1.


[Image: QB64-81-Fehler2022-06-11-22.jpg]

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  Quaternion Rotation
Posted by: dcromley - 06-11-2022, 03:28 AM - Forum: Programs - Replies (5)

[Image: z2.jpg]

[ image changed, minor program improvements ] This comes from a long fascination with quaternions.  I wanted to see them work. 

I need to get into OpenGL/QB64.  I have gone through the great tutorials of Ashish ( https://ashishkingdom.github.io/OpenGL-Tutorials/intro/ ) but he hasn't gotten to rotations.  I was surprised that looking at the QB64 Wiki, that there are 7 _gl statements with "matrix" but none with "quaternion".  I assume that means that OpenGL does not use quaternions?

Lord Kelvin: "Although beautiful and of ingenious origin, they have been a curse on anyone who has come into contact with them in any way."
But I had a good time.

I hope the output is somewhat obvious: there are 5 points in the figure which are rotated using the quaternion.  I added the extraction of the Euler Angles at the bottom. 

The program is intended to work, not to be fast.  Still, I was surprised that the framerate is well above 100/sec.  A credit to QB64.

Code: (Select All)
_Title "Quaternion Rotation" ' dcromley
Option _Explicit
DefSng A-Z: DefLng I-N: DefStr S
Const TRUE = -1, FALSE = 0
Dim Shared mx, my, m1Clk, m1Rpt, m1Dn, m1End, m2Clk, m2Dn ' for MouseCk
Dim Shared Img1, Img2
Img1 = _NewImage(1024, 768, 256)
Img2 = _NewImage(1024, 768, 256)
_Dest Img2: Color 0, 15: Cls
_Dest Img1: Color 0, 15: Cls

' == MAIN start ==

Type type4f ' 4 floats for quaternions, points, triangles
  w As Single ' 0 for points; color for triangles
  x As Single ' pt1 for triangles
  y As Single ' pt2 for triangles
  z As Single ' pt3 for triangles
End Type

Const x0 = 384, y0 = 384, kxy = 200, z0 = 200 ' center, scale
Dim Shared As type4f T, aPts(5), aPts0(5), aTris(4), QMain, QSlew, va, vb
Dim Shared nPts, nTris ' # of Points, Triangles
Dim As type4f Qxp, Qxm, Qyp, Qym, Qzp, Qzm ' +- 1 deg Q's
Dim i, x, y, z, s, p1, p2, p3, icolor, nloop
Dim EuAngX, EuAngY, EuAngZ, fcos, fsin ' Euler angles
Dim az(4), ndx(4), time0, iSlew, xa, ya

' -- Points - x,y,z,/ (# ends)
Data 0,1,0,/,-1,-1,-1,/,-1,-1,1,/,1,-1,1,/,1,-1,-1,#
' -- Triangles - p1,p2,p3,color,/ (# ends)
Data 1,2,3,9,/,1,3,4,10,/,1,4,5,12,/,1,5,2,14,#

Do ' -- load aPoints
  nPts = nPts + 1 ' read point x,y,z
  Read aPts0(nPts).x, aPts0(nPts).y, aPts0(nPts).z, s ' s is / or # to end
Loop Until s = "#"
Do ' -- load aTriangles
  nTris = nTris + 1 ' read triangle p1,p2,p3,color
  Read aTris(nTris).x, aTris(nTris).y, aTris(nTris).z, aTris(nTris).w, s
Loop Until s = "#"
' --  load 1 deg quaternions
fcos = Cos(1 * _Pi / 360): fsin = Sin(1 * _Pi / 360) ' half angle
Qxp.w = fcos: Qxp.x = fsin: Qxm.w = fcos: Qxm.x = -fsin
Qyp.w = fcos: Qyp.y = fsin: Qym.w = fcos: Qym.y = -fsin
Qzp.w = fcos: Qzp.z = fsin: Qzm.w = fcos: Qzm.z = -fsin
QMain.w = 1 ' start with null rotation
QSlew = QMain

time0 = Timer - 1 ' prevent div by 0
Do ' ======== MAIN LOOP ========
  nloop = nloop + 1 ' nloop + 1 and print
  If nloop Mod 2 = 1 Then _Dest Img1: screen img1 _
  Else _Dest Img2: Screen Img2 ' swap screens
  Cls ' simplicity, not performance
  Line (768, 0)-(768, 752), _RGB(192, 192, 192) ' vertical
  MouseCk ' get mouse data
  ' -- check controls
  If iBox(110, 12, " Up") Then Qmult Qxm, QMain, QMain ' nudge orientation
  If iBox(106, 13, "Lft") Then Qmult Qym, QMain, QMain
  If iBox(114, 13, "Rht") Then Qmult Qyp, QMain, QMain
  If iBox(110, 14, " Dn") Then Qmult Qxp, QMain, QMain
  If iBox(106, 15, "CCW") Then Qmult Qzp, QMain, QMain
  If iBox(114, 15, " CW") Then Qmult Qzm, QMain, QMain
  ' -- check for mouse dragging (slewing)
  vb.x = mx - x0: vb.y = y0 - my: vb.z = z0 ' new mouse data
  If m1Dn And isIn(mx, 0, 767) And isIn(my, 0, 767) Then ' yes
    QVtoV va, vb, T ' need to smooth out the mouse data
    QSlew.x = QSlew.x * .9 + T.x * .1: QSlew.y = QSlew.y * .9 + T.y * .1: QSlew.z = QSlew.z * .9 + T.z * .1
    Qnorm QSlew ' this is what slews
  Else
    Const k = .99 ' make the slewing decay
    QSlew.x = QSlew.x * k: QSlew.y = QSlew.y * k: QSlew.z = QSlew.z * k
    QSlew.w = Sqr(1 - QSlew.x * QSlew.x - QSlew.y * QSlew.y - QSlew.z * QSlew.z)
  End If
  Qmult QSlew, QMain, QMain ' add slew to QMain
  va = vb ' new becomes old mouse data
  ' -- quaternion to Euler
  EuAngX = _Atan2(2 * QMain.x * QMain.w - 2 * QMain.y * QMain.z, 1 - 2 * QMain.x * QMain.x - 2 * QMain.z * QMain.z)
  EuAngY = _Atan2(2 * QMain.y * QMain.w - 2 * QMain.x * QMain.z, 1 - 2 * QMain.y * QMain.y - 2 * QMain.z * QMain.z)
  EuAngZ = _Asin(2 * QMain.x * QMain.y + 2 * QMain.z * QMain.w)
  ' -- rotate points
  For i = 1 To nPts
    aPts(i) = aPts0(i) ' reset to original
    T = QMain
    T.x = -T.x: T.y = -T.y: T.z = -T.z: ' << Q' >> conjugate
    Qmult aPts(i), T, T '                 << PQ' >>
    Qmult QMain, T, aPts(i) '             << QPQ' >>
  Next i
  For i = 1 To 4 ' get center Z's into a(4)
    T = aTris(i)
    az(i) = aPts(T.x).z + aPts(T.y).z + aPts(T.z).z ' p1.z+p2.z+p3.z
  Next i
  zSortIndexF az(), ndx() ' getting z-order
  For i = 1 To nTris ' this draws the triangles
    drawTri (ndx(i)) ' in z-order
  Next i
  ' -- print stuff
  Locate 2, 101: Print Using "nloops:#,###,###,###"; nloop
  Locate , 101: Print Using "fps:          ####.#"; nloop / (Timer - time0)
  Locate , 104: Print
  Locate , 104: Print "-- To rotate --"
  Locate , 104: Print "1) Click boxes"
  Locate , 104: Print "2) Press boxes"
  Locate , 104: Print "3) Drag mouse"
  Locate , 104: Print "ESC to end"
  Locate 19, 102: Print " -- Quaternion --"
  Locate , 99: Print Using " ##.#####"; QMain.w
  Locate , 99: Print Using " ##.#####"; QMain.x; QMain.y; QMain.z
  '  Locate , 99: Print Using " ##.#####"; QSlew.w
  '  Locate , 99: Print Using " ##.#####"; QSlew.x; QSlew.y; QSlew.z
  Locate , 100: Print ""
  Locate , 102: Print " -- Points --"
  For i = 1 To nPts
    Locate , 99: Print Using " ##.#####"; aPts(i).x; aPts(i).y; aPts(i).z
  Next i
  Locate , 100: Print ""
  Locate , 102: Print " -- Euler Angles --"
  Locate , 100: Print Using "EuAngX: ###"; (EuAngX * 180 / _Pi + 360) Mod 360
  Locate , 100: Print Using "EuAngY: ###"; (EuAngY * 180 / _Pi + 360) Mod 360
  Locate , 100: Print Using "EuAngZ: ###"; (EuAngZ * 180 / _Pi + 360) Mod 360
  _Display
Loop Until InKey$ = Chr$(27)
System

' == ROUTINES start ==

Function iBox (iCol, iRow, s3) ' simple control
  Dim ix, iy
  Locate iRow, iCol: Color 0, 14: Print s3;: Color 0, 15
  ix = iCol * 8 - 11
  iy = iRow * 16 - 1
  Line (ix, iy)-(ix + 3 * 8 + 4, iy - 16), , B ' rectangle
  If m1Rpt And isIn(mx, ix, ix + 28) And isIn(my, iy - 16, iy) Then iBox = TRUE
End Function

Sub Qmult (qa As type4f, qb As type4f, qab As type4f) ' Q multiplication
  Dim w, x, y, z
  w = qa.w * qb.w - qa.x * qb.x - qa.y * qb.y - qa.z * qb.z
  x = qa.w * qb.x + qa.x * qb.w + qa.y * qb.z - qa.z * qb.y
  y = qa.w * qb.y - qa.x * qb.z + qa.y * qb.w + qa.z * qb.x
  z = qa.w * qb.z + qa.x * qb.y - qa.y * qb.x + qa.z * qb.w
  qab.w = w: qab.x = x: qab.y = y: qab.z = z
End Sub

Sub QVtoV (v1 As type4f, v2 As type4f, Q As type4f) ' get Q from v1 to v2
  Dim v1dv2, v1xv2 As type4f ' dot, cross
  v1dv2 = VdotV(v1, v2) ' dot
  VcrossV v1, v2, Q ' cross
  Q.w = v1dv2 + Sqr(v1dv2 * v1dv2 + VdotV(Q, Q)) ' from the book
  Qnorm Q
End Sub

Function VdotV (v1 As type4f, v2 As type4f) ' dot product
  VdotV = v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
End Function

Sub VcrossV (v1 As type4f, v2 As type4f, v As type4f) ' cross product
  v.x = v1.y * v2.z - v1.z * v2.y
  v.y = v1.z * v2.x - v1.x * v2.z
  v.z = v1.x * v2.y - v1.y * v2.x
End Sub

Sub Qnorm (q As type4f) ' normalize
  Dim d
  d = Sqr(q.w * q.w + q.x * q.x + q.y * q.y + q.z * q.z)
  q.w = q.w / d: q.x = q.x / d: q.y = q.y / d: q.z = q.z / d
End Sub

Sub drawTri (iTri) ' draw Triangle
  Dim ip1, ip2, ip3, icolor
  Dim ixc, iyc, x1, y1, x2, y2, x3, y3
  T = aTris(iTri) ' the triangle
  ip1 = T.x: ip2 = T.y: ip3 = T.z: icolor = T.w ' the points, color
  x1 = 386 + kxy * aPts(ip1).x: y1 = 386 - kxy * aPts(ip1).y
  x2 = 386 + kxy * aPts(ip2).x: y2 = 386 - kxy * aPts(ip2).y
  x3 = 386 + kxy * aPts(ip3).x: y3 = 386 - kxy * aPts(ip3).y
  Line (x1, y1)-(x2, y2), icolor
  Line (x2, y2)-(x3, y3), icolor
  Line (x3, y3)-(x1, y1), icolor
  ' don't paint if points are colinear
  If Abs(x1 * (y2 - y3) + x2 * (y3 - y1) + x3 * (y1 - y2)) < 1000 Then Exit Sub
  ixc = (x1 + x2 + x3) / 3: iyc = (y1 + y2 + y3) / 3 ' center
  Paint (ixc, iyc), icolor ' paint
End Sub

' -- LIBRARY ROUTINES --

' -- need Dim Shared mx,my,m1Clk,m1Rpt,m1Dn,m1End,m2Clk,m2Dn
Sub MouseCk () ' get mouse info
  Static m1Prev, m2Prev, m1Time ' for getting edges (Clk,End) and Repeating
  m1Clk = 0: m1Rpt = 0: m1End = 0: m2Clk = 0
  While _MouseInput: Wend ' bplus
  mx = _MouseX: my = _MouseY: m1Dn = _MouseButton(1): m2Dn = _MouseButton(2)
  If m1Dn Then ' Btn 1 down
    If Not m1Prev Then ' got a Clk (& Rpt), now look for repeats
      m1Clk = TRUE: m1Rpt = TRUE: m1Time = iMsecs + 250 ' delay 1/4 sec for repeats
    Else ' has been down, ck for repeat
      If iMsecs > m1Time Then m1Rpt = TRUE: m1Time = iMsecs + 50 ' repeat 20/sec
    End If
    m1Prev = TRUE
  Else ' Btn 1 up
    If m1Prev Then m1End = TRUE ' end of downtime (upedge)
    m1Prev = FALSE ' for next time
  End If
  If m2Dn Then ' Btn 2 down
    If Not m2Prev Then m2Clk = TRUE ' click (downedge)
    m2Prev = TRUE
  Else
    m2Prev = FALSE
  End If
End Sub

Function isIn (x, a, b) ' ck between
  If x >= a And x <= b Then isIn = TRUE
End Function

Sub zSortIndexF (a(), ndx()) ' make index to a()
  Dim i, j, t
  For i = 1 To UBound(a) ' add one at a time
    t = a(i) ' to be added
    For j = i To 2 Step -1 ' merge in
      If a(ndx(j - 1)) <= t Then Exit For
      ndx(j) = ndx(j - 1)
    Next j
    ndx(j) = i
  Next i
End Sub

Function iMsecs () ' milliseconds since midnight UTC
  iMsecs = Int(Timer(.001) * 1000 + .5)
End Function

___________________________________________________
"I don't understand all I know about quaternions."

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  Old Games
Posted by: johnno56 - 06-11-2022, 02:02 AM - Forum: General Discussion - Replies (6)

Hey guys,

I am looking for some old "text based" games in Basic that do not use "goto"... (some goto's I can convert but not all...)

Such as Mastermind; Yahtzee; Farkle etc

Thank you.

J

ps: Sucker for the classics... lol

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  Trojan in 0.8?
Posted by: James D Jarvis - 06-11-2022, 01:05 AM - Forum: General Discussion - Replies (9)

I just had QB64 phoenix 0.8 throw an alert about an internal IDE error and windows threw up a Trojan alert at the same time. I was creating a simple screen mode 0 program at the time. I was using the 0.8 build that came with the  download.

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  Compiler settings
Posted by: BG 7 - 06-10-2022, 12:05 PM - Forum: Help Me! - Replies (1)

Last time the size of our freeware backgammon program 
compiled with QB64 v.2.01 was 20.972.544
compiled with QB64pe v.0.80 was 20.987.902

Although the exe-file is a little bit bigger I believe that the time for compilation
was shorter with QB64pe v.0.80.

Concerning QB64 Phoenix Edition 0.80:
are there any (new) settings in order to optimize compiling
resulting in smaller (or faster) exe-files ?

Where can I find any pieces of information about compiler settings ?

Thanks !

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