02.04.2024, 21:05
Hello,
This is my first post on your lovely community forum. I am a good C/C++ programmer, but new to this language.
I started with AmiBlitz3 a few weeks ago. Since then, I've read a lot of topics, you do really cool things.
I finally took the step to register, if only out of respect for being present, but also because I am encountering a difficulty and I cannot find an answer to it.
I would like to make a game in AGA, and the Display Library seems not to allow the use of LoadBitmap and LoadShapes once you are in BLITZ mode. Which is rather surprising, since it is possible to load other things, but not images.
The documentation does not indicate that it is only in AMIGA mode, and yet the compiling does not work because of that. I dare to hope for misuse on my part, at worst a "bug" which will be fixed, because this currently calls into question the use of this language for my part and I will be very disappointed.
Hoping for a warm welcome from you and even better, an answer to my concerns.
Thank you all.
This is my first post on your lovely community forum. I am a good C/C++ programmer, but new to this language.
I started with AmiBlitz3 a few weeks ago. Since then, I've read a lot of topics, you do really cool things.
I finally took the step to register, if only out of respect for being present, but also because I am encountering a difficulty and I cannot find an answer to it.
I would like to make a game in AGA, and the Display Library seems not to allow the use of LoadBitmap and LoadShapes once you are in BLITZ mode. Which is rather surprising, since it is possible to load other things, but not images.
The documentation does not indicate that it is only in AMIGA mode, and yet the compiling does not work because of that. I dare to hope for misuse on my part, at worst a "bug" which will be fixed, because this currently calls into question the use of this language for my part and I will be very disappointed.
Hoping for a warm welcome from you and even better, an answer to my concerns.
Thank you all.