03-30-2023, 02:35 PM
(03-30-2023, 01:57 PM)madscijr Wrote: First, a simple question about this (probably more of a general QB64PE question).
In QB64/PE, isn't the boolean TRUE value -1?
Because the program is setting HI_RES to 1, not -1, and it still evaluates to true.
Did QB64 & QB64PE always evaluate both -1 and 1 to true, and I just never noticed?
My assumption is that QB64pe, as with many other languages, has zero as false and non-zero as true. That said, in general I would always define FALSE as zero and TRUE as NOT FALSE.
(03-30-2023, 01:57 PM)madscijr Wrote: So if we want to try x4 resolution, we need to set both TILE_SCALE and HI_RES, right? Like this:
Code: (Select All)$IF HI_RES THEN
CONST TILE_SCALE = 4
...
$LET HI_RES = 1
That is true as it currently stands. Setting HI-RES to zero will result in using the original sprite sheet (which will have a TILE_SCALE of 1). Set HI_RES to 1 to use your own sprite sheet and set TILE_ZOOM to whatever factor your sprite sheet is scaled up by from the original.
(03-30-2023, 01:57 PM)madscijr Wrote: My final question is about the background stars. A few seconds into the game, the background turns from black to gray. Is this supposed to happen? How can we keep the background black?
I imagine the palettes have been messed up somewhere along the line. The way the original works is to update four colours of the eight colour palette when it's doing the palette updates. That's why you have the set of sprites in the sprite sheet that are in four colours of grey - they're the ones that are assigned different colours from time to time. As you're basically updating all of the sprites and disregarding any use of palette switching, you might as well use the HI-RES setting to disable palette switching completely when set to 1.
(03-30-2023, 01:57 PM)madscijr Wrote: Thanks again for all the work you put into this and your time with helping to customize it!
You are more than welcome. I'm thoroughly enjoying watching this variant progress!
RokCoder - dabbling in QB64pe for fun