REM 'Letter from the Editor
Welcome to Issue 4 of Qbasic: The Magazine
ON KEY 'Hot List
News from the QB world
INPUT 'Your Stuff
Survey results plus yer letters!
! mov 'asm Intro
Petter Holmberg presents the start of a new asm series
OPEN 'Welcome to QBASIC!
New to QB? Your PRINT and LINE is right 'ere!
PAINT 'Qb Hall of Fame!
Find out who our first hall of famer is!
REM 'Lib or not to Lib
Should you use progs like dqb or Dash?
PRINT 'Too Much qb
Seav tells us "You know you've had TOO much qb when..."
END 'Next Issue
What's up in our next issue?
Hey! Welcome to Issue 4 of acclaimed Qbasic: the Magazine.
Jetzt ist eine deutsche version von Qbasic: the Magazine auf der Twister Homepage erhaltlich!
For all you non-Duetschlanders out there, that means that the German edition of Qbasic: The Magazine is now available at the Twister Homepage! Check out all our news in German at http://come.to/TwisterPC!
Probably the most fun discussion I've had all this month has been on Neozones QBoard, talking about the legality and morality of Downloading qb4.5 (also known as QuickBasic) for free. Although the product has not been legally for sale for some time, Microsoft and IDSA, as we reported last issue, were going after sites that offered it for free. A few places recently have been claiming that the copyright has somehow "expired" and that d/ling qb4.5 is now legal, although qb:tm doubts this fact (we are attempting to get the word of a copyright lawyer and a Microsoft rep for new issue). It is fairly certain that it is illegal to download qb4.5, but what is not certain is whether you should do it. After all, is it not illegal to drive 5 mph over the limit, even if everyone does it? Although qb:tm will not state that we "encourage" the download (or, as some say, piratization) or qb4.5, we feel that you should have no qualms about d/ling it, because, for sure, the FBI will not come knocking on your doorstep for doing so. It's all up to you, though, because God knows you can get qb4.5 from a TON of sites.
BTW, how's everyone like the new design? The bottom right corner will keep you up to date with site improvements and (starting after this issue) breaking news. Photoshop is THE coolest proggie. You guys have to get it!
Oh! Also new this issue is the QBasic Hall of Fame. Every once in a while, we'll induct a new member into the Hall. Email me if you'd like to nominate someone, and be sure to check out who our first inductee is!
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Compiled by ZKman
Qb Top 50....rumours and facts
Around the end of October, for almost 2 weeks, the Qbt50 was not operable, which led to a wide variety of rumors on the Internet. Many suggested, thru a rumour began on the ICQ, that the qbasic Top 50 was permanently shutting down. These rumors were unfounded, until recently, where we picked up a little tidbit from the qbt50 site. It's for Sale! Qbt50 is looking for a buyer for one of the most popular qb sites ever; a site whose ads can be seen in the form of the "vote for me" graphic that exists on near every Qbasic site. It is hoped that someone makes an offer for this site soon, so that one of the most loved qbasic sites ever doesn't fall away. For more happy news about qbt50, see the story a couple ahead.
The library wars continue!
With DirecQB's recently released "version1.2", which offered sound support and font editors in addition to the fab EMS routines it already possessed, VirtuaSoft is countering with plans for EMS support in DASH-x! Dash is currently greatly lagging behind dqb primarily because of the EMS issue (one only need glance at this month's survey to see what's firmly at #1 in the "utility" section). However, qb:tm believes that Dash will gain more users with the new version, especially since there are plans to integrate svga with it. The recent spat of library upgrades seems to leave Blast! out of the running, as it looks more and more dated.
Qbt50 rings in 100,000!
A bit after we published, qbt50's counter rang in the 6th digit and became only the 2nd qbasic site (other than qbasic.com) to reach 100,000 hits! With its future in limbo, though, Neozones could be poised to pass it. At press time, Neo's had nearly 95,000 hits...fast approaching the qbt50 juggernaut. (Speaking about giving qbt50 hits...hint...hint ...little icon to your left...)
Tek, DarkDread: Impersonated!
In the past month, both Tek and DarkDread have both been impersonated by unknown persons on the qboard. Although the "DarkDread" message merely asked for Analogue's email, the Tek message tried to convince us that Neozones was shutting down. Might've worked, 'cept that Tek isn't generally known for excessively bad spelling and punctu- ation; this again proves that those under 8 should not attempt impersonations.
QMIDI 4.0 a strike with qb'ers
QMIDI4.0, which was released in early October, has been accepted gratiously into the hands of qb'ers. Unlike the bloated version3.5, 4.0 really is a great improvement. We promise to have a full review of qmidi4.0 next month.
"Preview Movies": Qb's future?
Visitors to the Dark Ages 2 site or Marcade's site recently will have seen "previews" for upcoming games: Dark Ages 2 and Low Radiation, respectively. What is a preview movie? Rather than just do an early demo, these 2 coders have instead released a movie-style preview showing off the story and features of the game. Qb:tm believes that preview movies are going to become more and more common as a way to announce new products in the coming year.
Tsugumo and Enigma bring out new sites
After consistent server shutdowns on Tsu's old webhost, Detour.net, Tsugumo's Lair has moved to a new address at tsugumo.dyn.ml.org. Enigma also opened up a new page with his usual humour. Enigma's Domain is located at neoncrayon.ml.org/enigma So update your links, everybody!
The fly-looking C+C style game Woodlands by Pyrus has been cancelled. The game was to have svga and was looking very good until it's demise came upon us. We hope that Pyrus changes his mind and decides to resurrect the game, as it looked very good graphically, as well as having original ideas in it.
Latest Game updates:
Here's what new for games, everybody! Angelo Mottola and Petter Holmberg of Enhanced Creations have announced the start of a new project to be incorporated with DirectQB called FMTracker. The project is to be a music-player of some kind, supposedly in DMAplay style but using EMS. More interestingly, we've picked up some rumours about Enhanced Creations future plans (cough...next game...cough). Although EC wouldn't let us share them with you now, be sure that we'll wring it out of them by next issue. Dark Ages 2 has begun real production now. This game is set to have svga graphics and a sound man to go along with the great story from the first episode. Also, the battle system has been overhauled and is set to have some really neat and original tactics in it. Qb:tm will attempt to bring you a nice and juicy article-sized blowout for next issue. nekrophidius released a new demo for his game "Wrath of Sona". Although this game is fairly popular (as this month's survey shows), qb:tm thought the game a crying shame. We're sorry, nekrophidius, but when we download a 1 megabyte demo (this is zipped, folks!) we expect more than a battle system that is worse than Legend of Lith, a totally unreadable text, and graphics that make Dark Ages I look like Final Fantasy VIII. But, hey, if you're REALLY desperate, WOS does have some porno in the intro (apparently, Sona works as a Playboy model in her spare time from adventuring). Sheesh. Well, at least it should be easy to improve on this game for the next demo, because this is about as bad as it gets. Here come the shorts...Hal_8900 and Necrolyte over at Alternate Logic are working on an svga strategy game called Red Planet that's currently in engine creation...A side-scroller named Fox is in the works by Terminator_Z and Steve. It uses Dqb and looks to have fairly good gfx although nothing is known of the gameplay...Marko Dokic over at Quixoft has released ANOTHER ver- sion of Pb3d. Now it has Motion blur when you rotate, which looks REALLY cool; if only it had heirarchy based texture mapping (hey, I can dream, can't I?)...DMAplay6.0 BETA was released recently. The .wav player is gettin' a little heavy on the SUBs side, but it has all the features you could want. We'll bring you more next issue when DMAplay full should be out.
That's all the latest news for this month. Remember, if you have any news or rumours, send them along to Qbasic: The Magazine
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Here's what you had to say about last month. Be sure and send us more letters soon!
Anyway, I have an idea for your magazine that might be cool. If you could make a reader proggie and have a special format for your articles so people could just download tehm and use the reader to look at them...I dunno, just a crazy idea. Anyway, keep up the good work.
We were considering this, too, but couldn't think of any format that would be small enough (in byte size). Any suggestions, readers?
Thank you for changing the background colour to navy, but changing the text colour to silver makes it even more obscure. You could have used white (color 15). BTW, presenting the text in bold might help.
Amit Kumar Sharma
Looking at the issue that you are right now, it can't be denied that we listen to our readers.
I just found your site, and I instantly bookmarked it! This is great! A truly serious QB web magazine! And it's really good too! However, I read the following in the latest issue:
(News on Enhanced changing to DJCPP from last month's news)
Here the truth: You don't have to worry! We won't leave QB at all, even if we start programming in DJCPP too. Acutally, Angelo is the experienced one. I just started learning C++, and I don't even have DJCPP installed, so you can't say I'm the driving force behind his. And we have some really cool QB projects in the works right now, such as a (DELETED ON REQUEST ON ENHANCED CREATIONS...sorry! -ed).
There ya go, folks! Enhanced is here to stay! Plus, we've coerced Petter into writing for you guys, so dip in to the juicy asm series he'll be bringing you starting this issue. Joy!
Hey, I love your magazine. It's very informative and has good critizues and reports. One request: Please change the background color of your magazine to black or some other darker color. I'm getting a headache looking at the cyan background.
Historically speaking, I created the first qb .wav player that played 16-bit on SoundBlaster 16 and AWE series. I believe I was also the first to do realtime 16-bit mixing in qb (Angelo and I had a long series of emails on how to do this). However, DMAplay (on my web page) has become eclipsed by other superior software, such as QBWavePlayer and DirectQB. I also have become more involved in my college curriculum leaving less time to spend to upgrade DMAplay. So my involvement in the qb community will probably decrease in the next couple of years.
I'm glad to see that there is still progress in the community, despite the increasing amount of junk on newsgroups, webboards and IRC. I wish you the best of luck with your publication
Thanks! We agree about the sadness of the recent IRC and web board junk, but it seems to have calmed down recently.
qbasic: the magazine reserves the right to edit any letter recieved for purposes of clarity and space. But you already knew that.
Here's the results of the second survey from Qbasic: The Magazine! We need more people to Vote! So do it!
Favourite Game | Last Month | Change 1. Wetspot 2 1 <> 2. Dark Ages(t) 2 <> 2. SFB2 (t) 3(t) U1 2. Yoshi's B'day (t) - -- 5. MiniRPG 3 - -- Comments: Wetspot 2 has twice as many votes as anything else. Yoshi's Birthday had a strong showing, though. Favourite Utility | Last Month | Change 1. DirectQB 1 <> 2. DashX 2 <> 3. QMIDI 3(t) <> Comments: No one voted for anything else! Dqb got TONS of votes, pulling further ahead of DashX. Best Upcoming | Last Month | Change 1. Mario Clone(t) - -- 1. Wrath of Sona(t) - -- 3. Dark Ages 2(t) 1(t) D2 3. Eldim(t) - -- 3. Myst. Journey(t) - -- Comments: All of these titles gathered a fair amount of votes and all are new except for Dark Ages 2. Strangely, no utilities scored high enough to be included.
Make your vote count! Vote today by emailing your votes for:
Game/utility that you're most looking forward to.
Send your vote here
Must Downloads returns for a second showing. Nothing new this month, though. Everyone knows that there are a god-awful amount of qb games out there, but what's worth downloading? These, my friend. Here, you'll find a list of the best of the best in QB progs. See something that should be here? Tell us and we'll check it out. You HAVE his stuff!
One of the most engaging QB games ever, as well as one of the only complete rpg's. This was featured in PC Gamer! Check it out!
The best QB racer ever. Although it has some control problems and some clipping glitches, this wireframer set a new standard.
Lianne...in the Dark Crown
Darkdread best and most complete game. Many hours of gameplay, and featuring a battle system that's been imitated in countless qb projects since. Not to mention you get cat food from the enemies!
Gradius' 2 color side-scrolling space shooter. Featuring very detailed enemies, flickerless animation and a devious AI, this game is a classic
Wetspot & Wetspot 2
Wetspot, the bubble-bobble like block-pushing action game was one of the best QB games when it came out, but W2 is just incredible. Super midi sound, great fast graphics, tons of variety, an insane number of levels...everything you could want. GET this game. Now.
One of only 2 fighters in QB (the other being Sphere Fighter) this newly released game is Super-fab. Even though it's wireframe, it has cool particles and smooth animation as well as rippin' gameplay.
Called the best tile editor in QB ever, PP256 has loads of tile-editing options at your disposal. If you use tiles in your game, you can't live without this.
These 3 sets of libraries take QB graphics to the extreme. They all have strenghts and weaknesses, but you should check them all out before you start a big project. You'll save a lot of coding plus get a big speed increase (and in DQB's case, save memory). Try these now.
This is the best version of Qmidi. Play .mid's in your game! And version 2.0 only has a footprint of a few KB's, so this is super cool.
Marko Dokic's 3d routines. Phong shading, gourard shading, environment mapping, you name it- it's here. If you want to see how to do good 3d, come here!
Game Programming '98
What the heck? There's not a single blurb about qbasic on this site! It's all asm and c++!
Ahhh...that's what I thought, too, when I first went to gameprog.com, but I was very wrong. What this site has is a gold mine of TECHNIQUES, which are the same whether done in C or qb. Where else can you find phong shading equations along with fire routines along with the gif87a specs? Whatever you're looking for- it's here. You want to learn asm to speed up your qb game (and are too lazy to wait for the monthly installments of qb:tm's new asm series)? Download the 61 page asm tutorial. Thinking about starting a new project? Download the 34 page epic on how to plan every spec of your game like a pro. Even without a lot of qb content, this site rocks in a major way. Check it out, because it's the second winner of qb:tm's "Site of the Month" award.
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By Petter Holmberg
Assembly language programming tutorial part 1: Getting started
By Petter Holmberg of Enhanced Creations
This article is written for all of you who wants to learn how to program in assembler in order to enhance your QuickBASIC programs. I know this is a dream for many QB programmers, but they feel it's too complicated to learn, and they haven't found any good sources of information to get started with. If you are one of these programmers, this article is written for you. You will find that it's not easy to learn assembly language programming, but you will probably also find that it's much easier than you first thought. This article will not delve too deeply into assembly language programming, but it will give you a solid start to work on.
So what is assembler then?
The early ancestors of today's computers, developed in the period of about 1940 to 1960, was a real pain to program. The circuits in these computers could perform simple arithmetic operations, they could take data as input, write data as output, and do other operations needed to solve problems for the people that had built them. In order to make the computers understand what they should do, they needed to be fed with instructions. These instructions was given to the computers as series of codes. Let's say the number 1 was the code for adding, the number 2 was the code for subtracting, and the number 3 was the code for outputting the result. The programmers would figure out a program, input it into the computer by turning switches or making holes in paper cards and feed them to the computer. If the program didn't work, the programmers had to go through each instruction again and see were the error was, and then reprogram the computer again. Not very convenient, especially as the programs were all written as a series of ones and zeroes. In order to make programming easier, they started writing the programs in hexadecimal numbers instead of binary numbers. That changed 4 binary digits into one hexadecimal, making the programs shorter and easier to read. But the programs was still just a sequence of numbers, hard to remember and understand for any programmer. So someone had the great idea that they would instead write the instructions as short words, that could be translated directly into numbers and fed to the computer. So instead of saying 1 for an addition, the programmers could say "add", and instead of 2 for subtraction, they could say "sub". Now you could see more clearly what the program did, and finding errors was not as hard anymore. The assembly language was invented.
Later on, computer engineers found out that you could actually make programming a lot easier if you rewrote long sequences of assembly instructions into codes much more like human language. They were called high-level programming languages, and BASIC was one of the first ones. Today's microprocessors still perform their dutys as a series of simple instructions, such as "add" and "sub", but programming languages like BASIC makes sure that we usually shouldn't have to worry about it.
Why do I need to learn assembler?
There are many reasons to use a high-level language like BASIC instead of assembler: A simple instruction such as PRINT could in assembler be more than 100 lines of code. It is therefore pretty obvious that BASIC programs are easier to write and debug, and you don't have to worry about what the processor actually does when it writes a letter on the screen. It just works. Another reason to use high-level languages is that you could easilly convert your BASIC program on yout PC to work on an Amiga computer, using an Amiga BASIC compiler. If you had wrote your program in assembler you would find that the Amiga wouldn't understand it, because it's CPU doesn't work like a PC processor. There are still reasons to use assembler instead of a high-level language: QuickBASIC cannot do everything. There are sometimes things you want to do with the computer that no BASIC instruction can do, and you often find that your BASIC program needs to do so many calculations that the program gets slow. The problem is that such an instruction as PRINT takes many possibilities into account. It makes sure you have a valid string to print, it checks what screen mode you use and what color you want to print the text in and so on. Usually you know all these details when you want to print the text, and you don't need the processor to perform all these checks. The only way to remove them is to use assembler code instead of PRINT. There's no point in writing a full program in assembler. Only use it when you need to do something really fast or something really low-level.
What do I need to know?
When you write a BASIC program, you don't really need to know much about how the computer works. In assembler you work with the computer on it's own level, and therefore you need to know what you're actually doing. You don't need to know very much to get started though, and you will learn the rest as you're learning assembler. The first thing that you will find useful to know is how to count in the binary and hexadecimal system instead of the decimal. This is pretty easy to learn. Usually we count in the decimal system. We then have 10 numbers, ranging from 0 to 9. The lowest number we could use is 0, and as we count upwards we use the numbers 1, 2, 3, 4, 5, 6, 7, 8 and 9. That's all the numbers we have, so in order to continue we need to use two numbers. We reset the 9 to 0, and add a 1 to the right of it. The first number is now worth 10 times the second one. We can now use all combinations of numbers up to 99, and then we need to reset them and add a third number. This suggests that the number 1234 can be expressed as 1*10^3 + 2*10^2 + 3*10^1 + 4*10^0. See the pattern? What if you didn't have 10 numbers to play with? Well, it works just as fine anyway. The binary system, on which computer technology is based, has only 2 possible numbers, 0 and 1. You start counting from 0, and when you reach 1 you have used all of your numbers and need to add a second one, and you get the number 10. Each new number is worth 2 times the number to the right. The binary number 10110 can thus be expressed as 1*2^4 + 0*2^3 + 1*2^2 + 1*2^1 + 0*2^0, or 22. The hexadecimal system works with 16 different numbers. Since we only have invented 10 symbols for numbers, we use letters to represent the higher numbers. The hexadecimal system therefore uses the numbers 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E and F. The hexadecimal number F3 can therefore be expressed as 15*16^1 + 3*16^0, or 243. It's easier to understand if we put the three systems in a table for comparisation:
Decimal Hexadecimal Binary 0 0 0 1 1 1 2 2 10 3 3 11 4 4 100 5 5 101 6 6 110 7 7 111 8 8 1000 9 9 1001 10 A 1010 11 B 1011 12 C 1100 13 D 1101 14 E 1110 15 F 1111 16 10 10000
As you can see, the number F in hexadecimal is the same as the number 1111 in binary, and this shows why the hexadecimal system is often used in assembly language programming instead of the decimal. If you want the binary number 1111000011110000, you can write it in hecadecimal as F0F0. As you can see, it's easy to convert binary numbers to hexadecimal and hexadecimal numbers to binary.
The number of different digits you can use is called the base of the counting system. You can use any number as a base. If your number in any counting system is, say, 3 digits long, it can be expressed as: a*base^2 + b*base^1 + c*base^0, where a, b, and c are your three digits. The most important thing when using different systems simultaneously is to keep track of what system you use for a certain number. For example, is the number 10 the usual decimal for 10, or the binary version of the decimal number 2? If you still haven't understood this, read it again until you do or ask someone who understands it to explain it to you. It's very useful to know about this when you program in assembler.
The second thing that is necessary to know when programming in assembler is the PC memory architecture. I'm not going to explain this in detail, because it's a complicated issue.
A PC has 640 kilobytes of basic memory, and additional megabytes in special memory circuits that you can insert into the computer yourself. The terms EMS and XMS refers to this extra memory. That is not the memory I'm going to talk about here. The interesting thing is the basic 640 kilobytes that every PC has. You need to know how to find a certain position in the memory if you want to use it, and you need to know how to do this if you are going to be an assembly programmer.
Each position in the memory have an address, a number telling the computer where to read or write data. It would have been easy if this addres would just have been a number from 0 to 640k, but that's not the system used. A memory position is described by two numbers, called the segment address and the offset address. The actual memory position is a combination of the segment and the offset address.
The segment address describes the memory as groups of 16 bytes. The first byte in the memory, byte 0 if you like, has the segment address 0. The segment address 1 is the 16th byte in memory, and the segment address 2 is the 32th byte in memory. The offset address is a number telling you how far from the segment position in memory the byte you want is. So if you want to access byte 3 in memory, you use the segment address 0, and the offset address 3. Together they form a number pointing at an exact memory position. Written as a formula this can be expressed as: actual memory address = segment*16 + offset. if you want to access byte 20 in the memory, you use the segment 1, giving you the position 16, and the offset 4, adding 4 bytes to the position, for the final number 20. But you can also use a segment address of 0, and the offset 20, giving you the same memory position! The segment and the offset address numbers can both range from 0 to 65535, giving you several possible combinations when you want to use a certain memory position. This system makes it a little complicated to understand memory addressing to beginners. You can see what segment and offset a certain BASIC variable is located at by using the functions VARSEG and VARPTR. Try it!
Now you might be wondering how it is possible for both the segment and offset variables to be 65535. That gives you the biggest possible memory position of: 65535 * 16 + 65535 = 1114095, which is bigger than 640k. Well, this memory certainly exists, but it is not accessible as the first 640k of memory, and I'm not going to delve deeper into this here and now. Later on, I will discuss memory access in more detail.
Again, if you didn't understand this, read it again, and if that didn't help, ask someone to explain it to you.
This was all for the first part of this article: A very brief introduction to what's about to come. The next time I will start describing the basics of assembler and how you use it in QuickBASIC. Make sure you understand the different numbering systems and the memory addressing scheme until then.
Bye for now!
(Editor's Note: Petter's asm series will continue in Issue 5. Check it out!)
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Hey! Welcome to the Hall of Fame. Our first inductee left the qb community almost a year ago, but his work will never be forgotten. His games have inspired countless others, such as Dark Ages, but very few have been up to the standards of his crowning acheivement.
And what was that? 5 words:
Lianne in the Dark Crown
For a VERY long time, this was THE qbasic game...the one all others looked up to. With graphical standards that were unprecedented (this was in the time before Dash, Blast! and dqb), a fair plot, and lots of humour, as well as an innovative battle system, this game was the one that everyone played as soon as it came out.
I'm sure you all know now that I'm talking about DarkDread and his company DarkDreams, maker of Pong97, Legend of Lith, and Lianne... and the first entry into the qbasic: the magazine hall of fame! Congratulations!
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Well, you've got QBASIC or QuickBASIC on your system. Finally.
Obviously this article is geared towards the extreme beginner, so if you've ever made your own scrolling engine, move on. In this article I will explain some of the most basic QBASIC commands. Read along, and by the time you're finished, you'll be writing your own programs, easily!
First off, the following are the different commands you will learn from this article:
PRINT : The PRINT command 'prints' a string of alphanumeric characters to the screen. In plain english that means that it puts words and numbers on the screen. Proper syntax is PRINT "alphanumeric character(s)" (include the " ").
LOCATE : The LOCATE command is used to tell the computer just where on the screen you want to PRINT something. It's proper syntax is LOCATE row, column with row and column both being numbers. The amount of rows and columns depends on the SCREEN mode, but it is generally 24 rows, and 80 columns. 1 letter or number will occupy 1 row,column space.
CLS : The CLS command does nothing more than clear the screen.
COLOR : The COLOR command changes the color of everything you PRINT to the screen. Proper syntax is COLOR n where n is the number of the color. Check the QBASIC help file for the different color codes.
INPUT: The INPUT command lets the user type in whatever they want, and it will save what they type to what is called a variable. Proper syntax is INPUT "Please type something in " , variable$ You can either leave out the "Please type something in" or leave it in, and you can define whatever phrase to use. variable$ is the variable which saves what the user types in. The $ at the end is to define just what type of variable it is, but I'll explain those later.
SLEEP: The SLEEP command makes the computer wait until the user presses a key. In effect, the computer "sleeps"
OK! Now I've showed you each command and what they do, time to show your skills! Here's an example program which uses all of the commands above.
SCREEN 13 COLOR 1 PRINT "Hello, World!" SLEEP CLS LOCATE 1, 14 PRINT "Hello, World!" SLEEP CLS INPUT "Whats your name?", name$ CLS PRINT "Hello, " , name$ SLEEP END
There! Isn't that program just wonderful? Notice how with PRINT "Hello, " , name$ you could print what the user typed? You can use this to make lots of cool programs!!!!
Oh yeah, I said I'd explain the different types of variables. Basically there are 2 important types for a beginner to remember:
% and $. % is for variables which are only used for numbers, while $ is for strings of letters and numbers. Thats all there is to know. Be sure to read through your QB help file, it contains even more info on all these commands! SO GET OUT THERE AND START PROGRAMMING! :p
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There's been a lot of discussion in the qb community recently about whether one should use libraries such as DirecQB and Dash, or write their own stuff. Although these proggies do make it easier to do a lot of stuff (notably, side-scrolling games, of which you'll see a lot more of soon), people will still have to write some of their own code: it's not as if dqb and Dash guys are using "Qb Klik n Play" or something. These libs also erase some of the problems of qb (specifically, it's slowness and it's lack of memory) and improve the quality of qb games overall. Here, qb:tm presents our opinions on the Lib Debate.
Here it is. We're gonna come right out and say it: THERE IS NOTHING WRONG WITH LIBRARIES! Whew. Certain parties (ahem...Drew Vogel...ahem) have even tried to sabotage the 'puters of library creators in an attempt to show their dislike of libraries. How can I say this? How can I encourage the production of "crap games" by "hacks who can't code"? Because even professionals use libraries! Would you have rather had Square working on speed-increasing routines for FFVII or would you have liked them to use the libraries PlayStation provided them with and spent the extra time adding more sub-plots and monsters and weapons. You can see how this applies to qbasic games. By using libraries, the coder has more time to work on his GAME and not on the engine. Also, many of the great ideas that were ruined by scenes such as constant "Out of Memory" routines that the coder couldn't fix might have come to be if the memory saving routines found in most libs had existed.
Recently, for my own game, Charter Magica, I was starting to write a custom font setup and was searching Qcity for ideas when I came across DarkDread's font loader. The format that it loaded in was just what I needed, so I wrote a Font Editor (to make my own font in the loading format) and use DD's loader. Why write your own code for menial things like that when you can use preexisting things? The same can be said for libs. Why spend months writing an EMS routine when one already exists? Those months could've been spent making a dope battle system!
Another argument used by the anti-lib crusaders is that by using libs, the newbies don't learn anything. Yeah right! Without the lib, the newbie might leave qb forever (and, God forbid, become a ....gasp....C programmer!). And by using the lib, they begin to learn code structure and the basic syntaxes. Although there game may end up being some TPOS like "Andy Aardvark side-scrolling Adventure!", it might end up being the next DA or W2.
So, don't put off libraries as something for hacks! Although I personally don't use libs on my current project, (when I started my game, there was no Dash or dqb...you cheeky wankers have all the luck!), if I started today, I probably would. It takes years to learn all the asm and machine code in those libs, but not nearly as long to get a good idea.
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What is a QB programmer? Is it the vegetable seeing the first light of day? Or is it the philosopher heating up debates on discussion boards? Don't ask me. I don't know what a QB programmer really is. I just am.
...when the number of QB programs you've downloaded to your computer is triple that of NeoZones' QCity. I myself have downloaded at least 50MB worth of Zip files.
...when you have visited more QB-related sites than there are registered in the QB Top 50 and QB Top 25 combined. (But once you've seen my site, you'll never look at other sites again) =)
...when you have already emptied three bottles of Visine while chatting at #QuickBasic. I seen lots of people on #QuickBasic who never seem to leave at all...
...when you have repaired your PC countless times trying to integrate DirectQB, Dash, Blast!, BSWB, QMidi, and DMAPlay together in your game.Heheh, now here's a nice reason not to use libraries =).
...when you have everyone who has ICQ on your contact list--and pestering those who haven't to get one. As ICQ is one of the preferred means of communication among Qbers, so have sprung numerous ICQ-lists on the Net.
...when you have posted at least 10 articles in every QB discussion board.As Entropy says, Discussion boards on QB sites are as cliche as File sections.
...when you start using asterisks (*) and carets (^) in your math class.I even use SQR and ABS. How 'bout you?
...when you've registered your site to all the QB Webrings (and all other programming Webrings, for that matter). Some people will do just about anything to drive traffic to their site! =)
...when you can recite by heart the syntax of every QBasic command.Even then, it won't help you from making errors in you code! =)
...when your biggest flop in life is the time when you crashed your hard disk by accidentally poking into the wrong memory address. The number of illegal errors you get is inversely proportional to the amount of free memory for use in your program.
...when your game never gets finished since you keep on upgrading it to use the latest libraries. How many times has this happened to you?
...when you want to name your first-born son Eldim and your first-born daughter Sona. 'Nuff said.
...when you are already submitting entries to SonicBlue and Danny Gump for Qlympics 2000. Some people just can't wait to win the admiration of fans.
...when the number of minutes you've spent online is greater than the number of words of all of Tsu's rambles combined. Here's to the people comprising the QB Online Community!!! Keep the legacy alive!
Hope you've had a good laugh at this!
For the complete list, go visit my site at http://www.geocities.com/SiliconValley/Horizon/2586/.
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Thanks for taking a look at Issue 4 of Qbasic: the Magazine: the most read qbasic fanzine ever! Increase that readership and link to us from your site! Issue 5 is here in mid-December and we're gonna give you the dope on Dark Ages 2, which could be the biggest game of 1999 Also, don't forget to register your QB company with the Visionaries Exchange. Till next time... END