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Pete's QBASIC Site Discuss QBasic, Freebasic, QB64 and more 2012-01-08T17:09:22-05:00 http://petesqbsite.com/phpBB3/app.php/feed/topic/3501 2012-01-08T17:09:22-05:00 2012-01-08T17:09:22-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21736#p21736 <![CDATA[Have finally done something]]> :o

Statistics: Posted by TRANERAECK — Sun Jan 08, 2012 5:09 pm


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2011-12-31T15:10:37-05:00 2011-12-31T15:10:37-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21731#p21731 <![CDATA[Working on playing sounds through stereo.]]> Statistics: Posted by burger2227 — Sat Dec 31, 2011 3:10 pm


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2011-12-30T23:19:26-05:00 2011-12-30T23:19:26-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21730#p21730 <![CDATA[FORGOT volume setting]]> OUT &H70F, 129

AFTER &H705 entry.

7 bits is equal to 128 (explanation: 2^7 power).
I am close to reproducing the sound with hardware volume setting just can't get the process speed to slow down. :(

Statistics: Posted by TRANERAECK — Fri Dec 30, 2011 11:19 pm


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2011-12-30T22:36:41-05:00 2011-12-30T22:36:41-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21729#p21729 <![CDATA[HAVE best ever]]> REALTEK AUDIO DATASHEET I have used the archive to find a nice code called SNDBLAST.BAS. I have come up with this code:

Code:

DIM wav(9000) AS STRING * 1INPUT "Path: ", Path$Path$ = "C:\LANGUAJS\TEST.wav"OPEN Path$ FOR BINARY AS #1    GET #1, , WavFile        t% = 1            DO WHILE NOT EOF(1)                 GET #1, , wav$(t%)                 t% = t% + 1            LOOP    CLOSE #1        OUT &H1, 1        OUT &H705, 16        OUT &H70F, 129 '<<<<<<<<<<FOR x% = 1 TO t%        OUT &H5, ASC(wav$(x%))        FOR a% = 1 TO 2706        NEXTNEXT        OUT &H1, 7
Now this is a suggestion it is for realtek hd audio. Mine is the 262 device.
My test wave is gamespy arcade that is installed on my machine and the file wave is buddy_online. IT seems that with a little work from other ideas that a long wave can be played without loading into memory, I think.
Anyway, it does work. :wink:
I am on a Processor: x86 Family 15 Model 6 Stepping 5 GenuineIntel
~3391 Mhz I suggest adjusting the nested loop for your machine. I still do not know if I set it correctly to slow down the processor. I am close it makes noise and is close to being correct. I forgot to add this had to edit.

Statistics: Posted by TRANERAECK — Fri Dec 30, 2011 10:36 pm


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2011-12-06T21:00:32-05:00 2011-12-06T21:00:32-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21687#p21687 <![CDATA[Working on playing sounds through stereo.]]> Statistics: Posted by burger2227 — Tue Dec 06, 2011 9:00 pm


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2011-12-06T20:48:42-05:00 2011-12-06T20:48:42-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21686#p21686 <![CDATA[FOUND the code OK]]>

Statistics: Posted by TRANERAECK — Tue Dec 06, 2011 8:48 pm


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2011-12-03T08:32:12-05:00 2011-12-03T08:32:12-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21680#p21680 <![CDATA[Working on playing sounds through stereo.]]> Statistics: Posted by burger2227 — Sat Dec 03, 2011 8:32 am


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2011-12-03T01:25:49-05:00 2011-12-03T01:25:49-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21679#p21679 <![CDATA[WELL the answer is simple]]>

Statistics: Posted by TRANERAECK — Sat Dec 03, 2011 1:25 am


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2011-12-03T00:27:09-05:00 2011-12-03T00:27:09-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21678#p21678 <![CDATA[Working on playing sounds through stereo.]]> Statistics: Posted by burger2227 — Sat Dec 03, 2011 12:27 am


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2011-12-02T23:52:15-05:00 2011-12-02T23:52:15-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21677#p21677 <![CDATA[Found this code on a website]]>

Code:

'Name      : Targets.bas ver 1.1'Purpose   : Demonstraits using fx sounds in a Qbasic/QuickBASIC game.'Date      : 1/24/97'Finalized : 1/25/97'Author    : Tim Truman'Copyright (c) 1997  Nocturnal Creations. All Rights Reserved'Changes from ver 1.0 :'Allows speed setting. Change below to suit version of basic.'Note: In order to run in QuickBASIC 4.5 you must load the QB.QLB library.'      Example: QB /l QB.QLBTYPE sprite  x  AS INTEGER  y  AS INTEGER  xl AS INTEGER  yl AS INTEGER  w AS INTEGER  h AS INTEGER  c AS INTEGER  mem1 AS INTEGER  mem2 AS INTEGER  alive AS INTEGEREND TYPEDECLARE SUB DoBoss ()DECLARE SUB Docollisions ()DECLARE SUB Eraseimages ()DECLARE SUB DoExplosions ()DECLARE SUB DoLazer ()DECLARE SUB DoScore ()DECLARE SUB DoShip ()DECLARE SUB DoStars ()DECLARE SUB DoTarget ()DECLARE SUB Mouse (func%)DECLARE SUB playsfx (sfx$)DECLARE SUB Showimages ()DECLARE FUNCTION Bbox (x1%, y1%, w1%, h1%, x2%, y2%, w2%, h2%)CONST True = -1CONST False = 0COMMON SHARED level%, levelflag%, score&, targetcounter%COMMON SHARED _MOUSEX%, mousey%, mouseb%, Speed%DIM SHARED c$(8)   'FM register information for 9 channelsc$(0) = "&hB0&h20&h23&h40&h43&h60&h63&h80&h83&hA0&HBD&HC0&HE0&HE3&hB0"c$(1) = "&hB1&h21&h24&h41&h44&h61&h64&h81&h84&hA1&HBD&HC1&HE1&HE4&hB1"c$(2) = "&hB2&h22&h25&h42&h45&h62&h65&h82&h85&hA2&HBD&HC2&HE2&HE5&hB2"c$(3) = "&hB3&h28&h2B&h48&h4B&h68&h6B&h88&h8B&hA3&HBD&HC3&HE8&HEB&hB3"c$(4) = "&hB4&h29&h2C&h49&h4C&h69&h6C&h89&h8C&hA4&HBD&HC4&HE9&HEC&hB4"c$(5) = "&hB5&h2A&h2D&h4A&h4D&h6A&h6D&h8A&h8D&hA5&HBD&HC5&HEA&HED&hB5"c$(6) = "&hB6&h30&h33&h50&h53&h70&h73&h90&h93&hA6&HBD&HC6&HF0&HF3&hB6"c$(7) = "&hB7&h31&h34&h51&h54&h71&h74&h91&h94&hA7&HBD&HC7&HF1&HF4&hB7"c$(8) = "&hB8&h32&h35&h52&h55&h72&h75&h92&h95&hA8&HBD&HC8&HF2&HF5&hB8"DIM SHARED sfx$(25)                   'dim array to hold 26 soundsOPEN "various.sfx" FOR INPUT AS #1    'open the .SFX fileFOR sfxnum% = 0 TO 25                 'load all sounds INPUT #1, sfx$(sfxnum%)              'load sound into stringNEXT                                  'nextCLOSE #1                              'close the fileDIM SHARED Mcode%(0 TO 56)           'array for machine codeDEF SEG = VARSEG(Mcode%(0))          'set array segmentoffset% = VARPTR(Mcode%(0))          'set array addressFOR i% = 0 TO 56                     'read in machine code READ byte% POKE offset% + i%, byte%            'poke byte into arrayNEXTDIM SHARED shipimage%(0 TO 260)      'array for ship imageFOR i% = 0 TO 260                    'first element to last READ shipimage%(i%)                 'read elementNEXTDIM SHARED ship AS spriteDIM SHARED lazer AS sprite           'array for ship lazerDIM SHARED target(4) AS sprite       'array for for targetsDIM SHARED expl(5) AS sprite         'array for for explosionsPRINT " Thanks for trying Targets. "PRINT " You should have recieved this version of Targets"PRINT " with a shareware copy of 'FX' the Sound effects editor."PRINT " If you don't have FX your missing out on trying a great program."PRINT " FX makes adding sound effects to your Qbasic(r) programs easy. "PRINT " If you would like a shareware copy of FX send me a note"PRINT " at AOL:TimTruman,Internet:TimTruman@aol.com or CompuServe:74734,2203."PRINT ""PRINT "                     Targets Ver 1.0"PRINT ""PRINT " To play game :"PRINT " Move mouse to move ship. Press left mouse button to fire."PRINT " Press ESC to quit game."PRINT " "PRINT " Press any key to continue"DO: LOOP UNTIL LEN(INKEY$)SCREEN 7, , 1, 0CLSMouse 0                              'initalize _MOUSEX% = 160: mousey% = 100         'mouse startMouse 4                              'set mouse positionship.mem1 = 3                 'number of ship livesship.alive = True             'so ship will appearship.w = 25: ship.h = 32      'set width and height for collision detectionlevel% = 1                    'level startSpeed% = 3                    'About 3 for Qbasic and 6 for QuickBasicplaysfx sfx$(6)DO Mouse 3 DoStars DoShip DoTarget DoLazer PCOPY 1, 0 Eraseimages DoExplosions DocollisionsLOOP UNTIL ship.mem1 = 0 OR INKEY$ = CHR$(27) OR level% = 20SCREEN 7, , 0, 0DoScoreLOCATE 10, 1playsfx sfx$(5)               'play sound effectPRINT "                Game Over         "PRINTPRINT "        Thanks for playing Targets."PRINTPRINT "        Press any key to continue. "DO: LOOP UNTIL LEN(INKEY$)SCREEN 0, 0, 0'machine language for mouseDATA &H55,&H89,&HE5,&H8B,&H5E,&H0C,&H8B,&H07,&H50,&H8BDATA &H5E,&H0A,&H8B,&H07,&H50,&H8B,&H5E,&H08,&H8B,&H0FDATA &H8B,&H5E,&H06,&H8B,&H17,&H5B,&H58,&H1E,&H07,&HCDDATA &H33,&H53,&H8B,&H5E,&H0C,&H89,&H07,&H58,&H8B,&H5EDATA &H0A,&H89,&H07,&H8B,&H5E,&H08,&H89,&H0F,&H8B,&H5EDATA &H06,&H89,&H17,&H5D,&HCA,&H08,&H00'ship image dataDATA &H20,&H20DATA &H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000DATA &H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000DATA &H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000DATA &H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000DATA &H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000DATA &H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000DATA &H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000DATA &H0000,&H0000,&H0080,&H0000,&H0080,&H0000,&H0080,&H0000,&H0000DATA &H0000,&H0080,&H0000,&H0080,&H0000,&H0080,&H0000,&H0000,&H0100DATA &H0040,&H0100,&H0040,&H0100,&H0040,&H0000,&H0080,&H0100,&H0040DATA &H0100,&H0040,&H0100,&H0040,&H0000,&H0080,&H0100,&H0040,&H0100DATA &H0040,&H0100,&H0040,&H0000,&H0080,&H0200,&H0020,&H0300,&H0060DATA &H0300,&H0060,&H0100,&H00C0,&H0200,&H0020,&H0300,&H0060,&H0300DATA &H0060,&H0100,&H00C0,&H0200,&H0020,&H0300,&H0060,&H0300,&H0060DATA &H0100,&H00C0,&H0400,&H0000,&H0700,&H0070,&H0700,&H0070,&H0300DATA &H00E0,&H0400,&H0000,&H0700,&H0070,&H0700,&H0070,&H0300,&H00E0DATA &H0800,&H0088,&H0800,&H0088,&H0800,&H0088,&H0700,&H0070,&H0800DATA &H0088,&H0800,&H0088,&H0800,&H0088,&H0700,&H0070,&H1000,&H0084DATA &H1000,&H0084,&H1000,&H0084,&H0F00,&H0078,&H1001,&H4084,&H1001DATA &H4084,&H1001,&H4084,&H0F00,&H0078,&H2101,&H4042,&H2101,&H4042DATA &H2101,&H4042,&H1E00,&H00BC,&H4101,&H4041,&H4101,&H4041,&H4101DATA &H4041,&H3E00,&H00BE,&H8101,&HC040,&H8101,&HC040,&H8101,&HC040DATA &H7E00,&H00BF,&H0101,&H4040,&H0101,&H4040,&H0101,&H4040,&HFE00DATA &H80BF,&H0302,&H2060,&H0302,&H2060,&H0302,&H2060,&HFC01,&HC09FDATA &H0304,&H1060,&H0304,&H1060,&H0304,&H1060,&HFC03,&HE09F,&H030ADATA &H2860,&H030A,&H2860,&H030A,&H2860,&HFC05,&HD09F,&H0311,&H4460DATA &H0311,&H4460,&H0311,&H4460,&HFC0E,&HB89F,&H833F,&HFE60,&H833FDATA &HFE60,&H833F,&HFE60,&H7C00,&H009F,&H7F00,&H00FF,&H7F00,&H00FFDATA &H7F00,&H00FF,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000,&H0000FUNCTION Bbox (x1%, y1%, w1%, h1%, x2%, y2%, w2%, h2%)'Checks for collisions using the bounding box method.'Expects constants True and False to be defined in Main.'Returns True if collision , False if no collision.IF (x1% >= x2% + w2%) OR (x2% > x1% + w1%) OR (y1% > y2% + h2%) OR (y2% > y1% + h1%) THEN Bbox = FalseELSE Bbox = TrueEND IFEND FUNCTIONSUB Docollisions'check for target hits with lazerFOR i = 0 TO UBOUND(target)IF target(i).alive = True THEN  IF Bbox(lazer.x, lazer.y, lazer.w, lazer.h, target(i).x, target(i).y, target(i).w, target(i).h) THEN    playsfx sfx$(1)               'play sound effect    lazer.alive = False    target(i).alive = False    score& = score& + 20    DoScore    FOR e = 0 TO UBOUND(expl)     IF expl(e).alive = False THEN      expl(e).alive = True      expl(e).x = target(i).x      expl(e).y = target(i).y      EXIT FOR     END IF    NEXT  END IF END IFNEXT'check for target hits with shipFOR i = 0 TO UBOUND(target) IF target(i).alive = True THEN  IF Bbox(ship.x, ship.y + ship.h / 2, ship.w, ship.h, target(i).x, target(i).y, target(i).w, target(i).h) THEN    ship.alive = False    target(i).alive = False    playsfx sfx$(4)               'play sound effect    FOR n = 1 TO 15    FOR e = 0 TO UBOUND(expl)     IF expl(e).alive = False THEN      expl(e).alive = True      expl(e).x = ship.x + RND * 20      expl(e).y = ship.y + RND * 20      EXIT FOR     END IF   NEXT   NEXT  END IF END IFNEXTEND SUBSUB DoExplosionsFOR i = 0 TO UBOUND(expl)IF expl(i).alive THEN     IF expl(i).mem1 <14> 3 THEN    expl(i).mem2 = expl(i).mem2 + 1    CIRCLE (expl(i).x, expl(i).y), expl(i).mem2, 0   END IF   IF expl(i).mem2 = 15 THEN     expl(i).alive = False     expl(i).mem1 = 0:   expl(i).mem2 = 0     IF ship.alive = False THEN DoScore   END IFEND IFNEXTEND SUBSUB DoLazer IF mouseb% = 1 THEN    'Fire weapon  IF lazer.alive = False THEN   lazer.alive = True   lazer.x = _MOUSEX% + 6   lazer.y = 178   lazer.w = 24   lazer.h = 5   playsfx sfx$(0)               'play sound effect  END IF END IFIF lazer.alive THEN  lazer.xl = lazer.x   'save last position for erase  lazer.yl = lazer.y  LINE (lazer.x, lazer.y)-(lazer.x, lazer.y - lazer.h), 14, BF  LINE (lazer.x + 20, lazer.y)-(lazer.x + 20, lazer.y - lazer.h), 14, BF  lazer.y = lazer.y - 3  IF lazer.y <20> 287 THEN _MOUSEX% = 287      'keep image on screen IF mousey% > 167 THEN mousey% = 167      'ditto ship.x = _MOUSEX%: ship.y = 160: IF ship.alive THEN  PUT (ship.x, ship.y), shipimage%(0), PSET END IFEND SUBSUB DoStarsSTATIC bgcolor, fgcolor, velocitySTATIC ns AS INTEGER, oldstarx()  AS INTEGER, oldstary() AS INTEGERSTATIC starx() AS INTEGER, stary() AS INTEGER, starspeed() AS INTEGERIF ns = 0 THEN        ' First time here initialize values ns = 10 DIM oldstarx(ns)   AS INTEGER DIM oldstary(ns)   AS INTEGER DIM starx(ns)      AS INTEGER DIM stary(ns)      AS INTEGER DIM starspeed(ns)  AS INTEGER FOR c = 0 TO ns   stary(c) = (RND * 170) + 20   starx(c) = RND * 319   starspeed(c) = (RND * 2) + 1 NEXT    END IFFOR c = 0 TO ns IF oldstary(c) >= 199 THEN   'need a new star   stary(c) = 20   starx(c) = RND * 319   starspeed(c) = (RND * 2) + 1   oldstary(c) = stary(c) END IF oldstary(c) = stary(c)      '  save position to erase oldstar oldstarx(c) = starx(c) stary(c) = stary(c) + starspeed(c)  ' move star PSET (starx(c), stary(c)), 7  ' write star to screen PSET (oldstarx(c), oldstary(c)), 0NEXTEND SUBSUB DoTargetFOR i = 0 TO UBOUND(target)IF target(i).alive = False AND levelflag% = False THEN 'generate a new target  target(i).alive = True  target(i).x = (RND * 240) + 40  target(i).y = (RND * 90) + 20  target(i).c = 0  target(i).mem1 = -6  target(i).mem2 = -1  target(i).w = 1  target(i).h = 6  targetcounter% = targetcounter% + 1  playsfx sfx$(2)END IFIF target(i).alive = True THENtarget(i).xl = target(i).x: target(i).yl = target(i).ytarget(i).c = (target(i).c + 1) MOD Speed%IF target(i).c = 0 THEN  target(i).mem1 = target(i).mem1 + 1  target(i).mem2 = target(i).mem2 + 1  IF target(i).mem1 = 0 THEN target(i).mem1 = -6  IF target(i).mem2 = 0 THEN target(i).mem2 = -6  target(i).w = target(i).w + 1  IF target(i).w > 10 THEN   target(i).w = 10   SELECT CASE level%                             'movement patterns   CASE 1, 2   target(i).y = target(i).y + 2   CASE 3   target(i).x = target(i).x - 1   target(i).y = target(i).y + 2   CASE 4   target(i).x = target(i).x + 1   target(i).y = target(i).y + 2   CASE 5   IF target(i).mem1 MOD 2 THEN target(i).x = target(i).x - 2   IF target(i).x MOD 2 = 0 THEN target(i).y = target(i).y + 3   CASE 6   IF target(i).mem1 MOD 2 THEN target(i).x = target(i).x + 2   IF target(i).x MOD 2 = 0 THEN target(i).y = target(i).y + 3   CASE 7   target(i).x = target(i).x - target(i).mem1   target(i).y = target(i).y + 2   CASE 8   target(i).x = target(i).x + target(i).mem1   target(i).y = target(i).y + 2   CASE 9   target(i).x = target(i).x + target(i).mem1   target(i).y = target(i).y - target(i).mem1   CASE 10   target(i).x = target(i).x - target(i).mem1   target(i).y = target(i).y - target(i).mem1   CASE 11, 12   target(i).y = target(i).y - 3   CASE 13, 14   target(i).y = target(i).y - target(i).mem2 + 1   CASE 15, 16   target(i).y = target(i).y + 4   CASE 17, 18   IF target(i).mem1 MOD 4 THEN target(i).x = target(i).x + 4   IF target(i).x MOD 2 = 0 THEN target(i).y = target(i).y + 6   CASE 19, 20   IF target(i).mem1 MOD 2 THEN target(i).x = target(i).x - 4   IF target(i).x MOD 2 = 0 THEN target(i).y = target(i).y + 6  END SELECT  IF target(i).y > 199 - target(i).h OR target(i).y < 15 THEN target(i).alive = False  IF target(i).x <10> 319 THEN target(i).alive = False END IFEND IFSELECT CASE level%CASE 1, 3, 5, 7, 9, 11, 13, 15, 17, 19 LINE (target(i).x, target(i).y)-(target(i).x + target(i).w, target(i).y + target(i).h), 9, BCASE 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 CIRCLE (target(i).x + target(i).w / 2, target(i).y), target(i).w, 9, target(i).mem1, target(i).mem2END SELECTEND IFNEXTEND SUBSUB Eraseimages  IF ship.alive THEN   PUT (ship.x, ship.y), shipimage%(0)  END IF  LINE (lazer.xl, lazer.yl)-(lazer.xl, lazer.yl - lazer.h), 0, BF  LINE (lazer.xl + 20, lazer.yl)-(lazer.xl + 20, lazer.yl - lazer.h), 0, BF  FOR i = 0 TO UBOUND(target)   SELECT CASE level%   CASE 1, 3, 5, 7, 9, 11, 13, 15, 17, 19   LINE (target(i).x, target(i).y)-(target(i).x + target(i).w, target(i).y + target(i).h), 0, B   CASE 2, 4, 6, 8, 10, 12, 14, 16, 18, 20   CIRCLE (target(i).x + target(i).w / 2, target(i).y), target(i).w, 0, target(i).mem1, target(i).mem2   END SELECT   IF target(i).alive THEN test% = test + 1  NEXT  IF test% = 0 THEN DoScore   'test for level changeEND SUBSUB Mouse (func%)DEF SEG = VARSEG(Mcode%(0))          'set array segmentoffset% = VARPTR(Mcode%(0))          'get array addressSELECT CASE func%CASE 0  'reset mouse driver   ax% = 0: bx% = 0: cx% = 0: dx% = 0  CALL Absolute(ax%, bx%, cx%, dx%, offset%)  IF ax% = 0 THEN   ' PRINT "No mouse detected!"   ' PRINT "Sorry, this program requires a mouse."   ' END  ELSE    'PRINT "Mouse found"  END IFCASE 1    'mouse cursor on  ax% = 1: bx% = 0: cx% = 0: dx% = 0  CALL Absolute(ax%, bx%, cx%, dx%, offset%)CASE 2    'mouse cursor off  ax% = 2: bx% = 0: cx% = 0: dx% = 0  CALL Absolute(ax%, bx%, cx%, dx%, offset%)CASE 3    'get mouse statsus  ax% = 3: bx% = 0: cx% = 0: dx% = 0  CALL Absolute(ax%, bx%, cx%, dx%, offset%)  mouseb% = bx%  _MOUSEX% = cx% / 2  mousey% = dx%END SELECTDEF SEGEND SUBSUB playsfx (sfx$)'Plays the sfx$ that is sent to it.'Sub routine expects the c$() array (channel info) to be global.chan% = VAL(MID$(sfx$, 61, 4))FOR in = 1 TO 60 STEP 4  reg$ = MID$(c$(chan%), in, 4): reg% = VAL(reg$)  dat$ = MID$(sfx$, in, 4): dat% = VAL(dat$)  OUT &H388, reg%: FOR d% = 1 TO 6: b% = INP(&H388): NEXT  OUT &H389, dat%: FOR d% = 1 TO 35: b% = INP(&H388): NEXTNEXTEND SUBVARIOUS.SFX FILE IS HERE:"&H00&H00&H00&H00&H00&HF0&H5C&H78&H06&H0F&HC0&H0E&H00&H03&H37&H0""&H00&HC0&H40&H00&H00&HC1&HC5&HB4&HD4&H74&HC0&H00&H00&H00&H21&H1""&H00&H0C&H01&H06&H02&H5E&H8D&H5B&H9F&H80&HC0&H08&H00&H00&H36&H4""&H00&H03&H03&H00&H03&HF2&HE3&H23&H25&H25&HC0&H00&H00&H00&H3F&H3""&H00&H80&H00&H00&H00&HF0&HB9&HA2&H04&H89&HC0&H0E&H00&H00&H20&H1""&H00&H00&H00&H00&H00&H82&H34&HA2&HC7&H89&HC0&H02&H00&H02&H24&H0""&H00&H00&H00&H03&H00&H42&H81&HA9&H23&H06&HC0&H06&H01&H01&H2A&H3""&H00&H00&H00&H03&H03&H82&H75&HA9&H28&H25&HC0&H02&H00&H00&H3F&H0""&H00&H00&H00&H03&H03&H82&H75&HA4&H24&H25&HC0&H04&H00&H00&H2F&H0""&H00&H0F&H00&H03&H03&H82&H72&HA9&H28&H25&HC0&H0E&H03&H03&H3F&H0""&H00&H04&H00&H00&H00&H85&H00&HCF&H00&HFF&HC0&H09&H01&H00&H33&H0""&H00&H06&H00&H03&H03&HEC&HE2&H28&H28&H00&HC0&H01&H00&H00&H39&H0""&H00&H00&H00&H03&H03&H82&H73&HA9&H28&H25&HC0&H04&H01&H03&H23&H0""&H00&H40&H00&H00&H00&H45&HC2&H64&H04&HF4&HC0&H00&H00&H03&H25&H0""&H00&H00&H00&H03&H00&HA3&H54&HA5&HA6&HDC&HC0&H00&H00&H00&H27&H0""&H00&H00&H00&H03&H03&H64&H65&HA9&H68&H25&HC0&H05&H01&H01&H33&H0""&H00&HC0&HC0&H03&H03&H64&H65&HA9&H68&H25&HC0&H05&H01&H01&H33&H0""&H00&H00&H00&H00&H03&H56&H65&HAB&HA1&H25&HC0&H00&H00&H00&H27&H0""&H00&H00&H00&H00&H03&H4D&HAC&H49&H18&H25&HC0&H02&H01&H01&H3B&H0""&H00&H00&H00&H00&H00&HA4&H10&H49&H58&H89&HC0&H01&H01&H03&H24&H1""&H00&H00&H00&H00&H00&H82&H34&HA2&HC7&H89&HC0&H0E&H00&H03&H20&H0""&H00&H00&H00&H00&H1E&H49&H88&H5B&H2F&H00&HC0&H07&H03&H00&H2E&H0""&H00&H00&H00&H00&H1E&H55&H88&H5B&H2F&H00&HC0&H07&H03&H00&H2E&H0""&H00&H00&H00&H06&H02&H55&H8D&H5B&H9F&HCF&HC0&H08&H00&H00&H38&H0""&H00&HC1&HC0&H0C&H11&HA0&H30&H5B&H9F&HCF&HC0&H08&H00&H00&H30&H1""&H00&H00&H00&H00&H00&H00&H00&H00&H00&H00&HC0&H00&H00&H00&H20&H1"
And it is a nice game no if the sound worked if it worked for Tim Truman in 1997 on some machine then it should work now in 2011. Just have to find that OUT and INP number I so far have 262 and what 263 OR is it 26A OR is it 26B??? :?: Found 262 system device in right-click properties on My Computer and then Realtek audio properties in device manager. :wink:

Statistics: Posted by TRANERAECK — Fri Dec 02, 2011 11:52 pm


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2011-12-01T17:05:33-05:00 2011-12-01T17:05:33-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21674#p21674 <![CDATA[Working on playing sounds through stereo.]]>
Why do you SHELL to SNDCALL.EXE?


QB64 code:

Code:

DECLARE DYNAMIC LIBRARY "winmm"  FUNCTION PlaySound% ALIAS PlaySoundA (lpszName AS STRING, BYVAL hModule AS INTEGER, BYVAL dwFlags AS INTEGER)END DECLARELINE INPUT "Enter WAV sound file name: ", FileName$PRINT "Play asynchronously?(Y/N) ";K$ = UCASE$(INPUT$(1))PRINT K$IF K$ = "Y" THEN Synch = 1 ELSE Synch = 0retval% = PlaySound(FileName$, 0, Synch)
Just add the Library code to a Qbasic BAS program and compile it in QB64.

Statistics: Posted by burger2227 — Thu Dec 01, 2011 5:05 pm


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2011-12-03T00:13:35-05:00 2011-12-01T16:23:29-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21673#p21673 <![CDATA[IF IT WAS TO WORK???]]>

Code:

REM PROGRAM: SOUN3.BASREM PROGRAMMER: Gregory LyonsREM Uses info found at www.bytes.com replier James toREM -question how to play sound in .netREM Uses Jabaco program for accessing winmm.dllREM JABACO PROGRAM: SNDCALL.EXEDECLARE SUB NameWav(FileName AS STRING, SYNCH AS INTEGER)PRINT"What wave file would you like to play?"INPUT"Please list full path->"; FileName$PRINT"Would you like to run it asynchronously or not?"PRINT"SIMPLE Y or N->";SYNCH$ = INPUT$(1)IF SYNCH$ = "" OR SYNCH$ <> "Y" THEN SYNCH$ = "N"IF SYNCH$ = "Y" OR SYNCH$ = "y" THEN SYNCH = 1IF SYNCH$ = "N" OR SYNCH$ = "n" THEN SYNCH = 0CALL NameWav(FileName$, SYNCH)SHELL "SNDCALL.EXE"ENDSUB NameWav(WavName AS STRING, PLAYTYPE AS INTEGER)OPEN "somefilename" FOR OUTPUT AS #1WRITE #1 WavName$; PLAYTYPECLOSE #1END SUBHere is the SUB ROUTINE AND PROGRAM FOR VB6 OR JABACO:Declare Function PlaySound Lib "winmm.dll" Alias "PlaySoundA" (ByVal lpszName As String, ByVal hModule As Integer, ByVal dwFlags As Integer) As IntegerDeclare Sub PlayAudio(ByVal FileName As String, ByVal Synch As Integer)OPEN "thefilefromQBASIC"OBTAIN FileName AND SynchCALL PlayAudio(FileName$, Synch)ENDSub PlayAudio(ByVal FileName As String)'//call win32api function to play audio (wav) file alertDim retval As Integerretval = PlaySound(FileName, 0, Synch)'last param is SND_SYNC as integer'value set to 0 plays sound Synchronously (waits until sound ends beforeplaying next)'value set to 1 plays sound Asynchronously (does not wait to play nextsound)PRINT retvalEnd Sub 
There it is QBASIC is awesome!!!!!!!!!!!!!!!!! :twisted:

Statistics: Posted by TRANERAECK — Thu Dec 01, 2011 4:23 pm


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2011-12-01T16:25:54-05:00 2011-11-21T22:50:05-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21647#p21647 <![CDATA[Here is some of it finished.]]>

Statistics: Posted by TRANERAECK — Mon Nov 21, 2011 10:50 pm


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2011-12-01T16:26:45-05:00 2011-11-21T22:06:41-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21646#p21646 <![CDATA[Have SUBSYS identity]]>
See did not know what I am talking about.... :wink: I am dumb.... :oops:

Statistics: Posted by TRANERAECK — Mon Nov 21, 2011 10:06 pm


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2011-12-01T16:25:18-05:00 2011-11-21T21:37:24-05:00 http://petesqbsite.com/phpBB3/viewtopic.php?p=21645#p21645 <![CDATA[FORGOT something]]>

Statistics: Posted by TRANERAECK — Mon Nov 21, 2011 9:37 pm


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