<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[AmiBlitz³ - Basics & Manual]]></title>
		<link>https://www.amiblitz.de/community/</link>
		<description><![CDATA[AmiBlitz³ - https://www.amiblitz.de/community]]></description>
		<pubDate>Wed, 13 May 2026 11:48:35 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[english BlitzBasic Book]]></title>
			<link>https://www.amiblitz.de/community/thread-287.html</link>
			<pubDate>Thu, 15 Aug 2024 13:34:54 +0200</pubDate>
			<guid isPermaLink="false">https://www.amiblitz.de/community/thread-287.html</guid>
			<description><![CDATA[Here is a comprehensive guide &amp; manual about how to program with BlitzBasic2, with more than 470 pages.<br />
<br />
It was written by Neil Wright, and recently "rediscovered" by EAB user Havie.<br />
<br />
<br />
Originaly it was distributed on F1 Software disks.<br />
<br />
origin:<br />
<a href="https://eab.abime.net/showthread.php?p=1700795#post1700795" target="_blank" rel="noopener" class="mycode_url">https://eab.abime.net/showthread.php?p=1...ost1700795</a><br />
<br />
<a href="http://mbergmann-sh.de/ab3/bbguide.pdf" target="_blank" rel="noopener" class="mycode_url">http://mbergmann-sh.de/ab3/bbguide.pdf</a><br />
<a href="https://aminet.net/package/dev/blitz/Guide_To_Blitz_Basic.pdf" target="_blank" rel="noopener" class="mycode_url">https://aminet.net/package/dev/blitz/Gui..._Basic.pdf</a><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/pdf.png" title="Adobe Acrobat PDF" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=142" target="_blank" title="">bbguide.pdf</a> (Größe: 6,33 MB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Here is a comprehensive guide &amp; manual about how to program with BlitzBasic2, with more than 470 pages.<br />
<br />
It was written by Neil Wright, and recently "rediscovered" by EAB user Havie.<br />
<br />
<br />
Originaly it was distributed on F1 Software disks.<br />
<br />
origin:<br />
<a href="https://eab.abime.net/showthread.php?p=1700795#post1700795" target="_blank" rel="noopener" class="mycode_url">https://eab.abime.net/showthread.php?p=1...ost1700795</a><br />
<br />
<a href="http://mbergmann-sh.de/ab3/bbguide.pdf" target="_blank" rel="noopener" class="mycode_url">http://mbergmann-sh.de/ab3/bbguide.pdf</a><br />
<a href="https://aminet.net/package/dev/blitz/Guide_To_Blitz_Basic.pdf" target="_blank" rel="noopener" class="mycode_url">https://aminet.net/package/dev/blitz/Gui..._Basic.pdf</a><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/pdf.png" title="Adobe Acrobat PDF" border="0" alt=".pdf" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=142" target="_blank" title="">bbguide.pdf</a> (Größe: 6,33 MB / Downloads: 0)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Chunky Display]]></title>
			<link>https://www.amiblitz.de/community/thread-279.html</link>
			<pubDate>Sat, 20 Jan 2024 16:19:25 +0100</pubDate>
			<guid isPermaLink="false">https://www.amiblitz.de/community/thread-279.html</guid>
			<description><![CDATA[Here a little demo that uses the Chunkylib.<br />
<br />
It's not the most efficient way to do this but it will help setting up such a display i hope.<br />
<br />
I left the comments in, no harms.<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>;test of new chunky commands<br />
;(c)1997 by frank brandis<br />
;<br />
;as part of a demo written for software failure/airsoft<br />
;SetErr:End:End SetErr<br />
<br />
DEFTYPE.l<br />
<br />
BitMap0,320,256,1<br />
BitMap1,320,200,8<br />
;LoadPalette1,"blitz2:execs/copplist.pal"<br />
InitPalette1,256<br />
Gosub setpal<br />
<br />
InitCopList 1,144,100,&#36;10008,8,256,-&#36;f<br />
<br />
InitChunky1,320,200,2<br />
<br />
<br />
VWait50<br />
BLITZ<br />
<br />
Statement bmtochunk {t&#36;,dx.w,dy.w}<br />
  BitMapOutput0<br />
  ln.w=Len(t&#36;)*8<br />
  Locate 0,0:Print t&#36;<br />
  Use BitMap0<br />
  For y=0To7<br />
    yy.w=y+y<br />
    For x=0To ln<br />
      If Point(x,y)<br />
         xx.w=x+x<br />
         GPlot 1,xx+dx+1,yy+dy+1,240<br />
         GPlot 1,xx+dx,yy+dy+1,240<br />
         GPlot 1,xx+dx+1,yy+dy,240<br />
         GPlot 1,xx+dx,yy+dy,240<br />
      EndIf<br />
    Next x<br />
  Next y<br />
End Statement<br />
<br />
CreateDisplay1<br />
DisplayBitMap1,1<br />
DisplayPalette1,1<br />
<br />
<br />
Restore tdats<br />
Read tanz.w<br />
Dim t&#36;(tanz)<br />
For a=1To tanz<br />
  Read t&#36;(a)<br />
Next<br />
<br />
Gosub dofire<br />
<br />
BitMapOutput1<br />
Colour100:Locate 0,0:Print "ready.click mouse."<br />
MouseWait<br />
<br />
End<br />
NoCli:CloseEd<br />
<br />
dofire:<br />
  max_=280:may=20<br />
  count.w=1<br />
  tn.w=1<br />
  fadedelay.w=40<br />
 Repeat<br />
  Gosub chtext<br />
  Gosub calcfire<br />
  ChunkyToBitMap1,1<br />
<br />
 Until tn&gt;tanz AND count&lt;=1<br />
Return<br />
<br />
.chtext<br />
  count.w-1<br />
  If count=0<br />
    bmtochunk {t&#36;(tn),60,5}<br />
    count=fadedelay:tn+1<br />
  EndIf<br />
Return<br />
<br />
.calcfire<br />
newc.l=0<br />
 For y=2To may-1<br />
 For x=20To max_-1<br />
   newc=GPoint(1,x,y-1)<br />
   newc+GPoint(1,x,y+1)<br />
   newc+GPoint(1,x-1,y)<br />
   newc+GPoint(1,x+1,y)<br />
   newc LSR 2<br />
   If newc&lt;2 Then newc=0<br />
   GPlot 1,x,y,newc<br />
 Next x<br />
 Next y<br />
Return<br />
;<br />
tdats:<br />
 Data.w 4<br />
 Data&#36; " HACKBALL"<br />
 Data&#36; " PRESENTS"<br />
 Data&#36; "  A DEMO"<br />
 Data&#36; "  CALLED"<br />
Even<br />
<br />
setpal:<br />
  Restore firepal<br />
  For a=0To255<br />
     Read rr.w,gg.w,bb.w<br />
     AGAPalRGB1,(255-a),rr,gg,bb<br />
  Next a<br />
Return<br />
<br />
firepal:<br />
 ; Copperlist RamDisk:firepal1.bb - basic include file m1<br />
 ; done with bb2 coped v1.8 (C)opyright 1996 by Frank Brandis<br />
<br />
;Data.w 255  ; lines<br />
; red , green , blue<br />
Data.w 000,000,255<br />
Data.w 000,012,255<br />
Data.w 000,025,255<br />
Data.w 000,038,255<br />
Data.w 000,051,255<br />
Data.w 000,063,255<br />
Data.w 000,076,255<br />
Data.w 000,089,255<br />
Data.w 000,102,255<br />
Data.w 000,114,255<br />
Data.w 000,127,255<br />
Data.w 000,140,255<br />
Data.w 000,153,255<br />
Data.w 000,165,255<br />
Data.w 000,178,255<br />
Data.w 000,191,255<br />
Data.w 000,204,255<br />
Data.w 000,216,255<br />
Data.w 000,229,255<br />
Data.w 000,242,255<br />
Data.w 000,255,255<br />
Data.w 025,255,229<br />
Data.w 051,255,204<br />
Data.w 076,255,178<br />
Data.w 102,255,153<br />
Data.w 127,255,127<br />
Data.w 153,255,102<br />
Data.w 178,255,076<br />
Data.w 204,255,051<br />
Data.w 229,255,025<br />
Data.w 255,255,000<br />
Data.w 255,251,000<br />
Data.w 255,247,000<br />
Data.w 255,244,000<br />
Data.w 255,240,000<br />
Data.w 255,236,000<br />
Data.w 255,233,000<br />
Data.w 255,229,000<br />
Data.w 255,225,000<br />
Data.w 255,222,000<br />
Data.w 255,218,000<br />
Data.w 255,214,000<br />
Data.w 255,211,000<br />
Data.w 255,207,000<br />
Data.w 255,204,000<br />
Data.w 255,200,000<br />
Data.w 255,196,000<br />
Data.w 255,193,000<br />
Data.w 255,189,000<br />
Data.w 255,185,000<br />
Data.w 255,182,000<br />
Data.w 255,178,000<br />
Data.w 255,174,000<br />
Data.w 255,171,000<br />
Data.w 255,167,000<br />
Data.w 255,163,000<br />
Data.w 255,160,000<br />
Data.w 255,156,000<br />
Data.w 255,153,000<br />
Data.w 255,149,000<br />
Data.w 255,145,000<br />
Data.w 255,142,000<br />
Data.w 255,138,000<br />
Data.w 255,134,000<br />
Data.w 255,131,000<br />
Data.w 255,127,000<br />
Data.w 255,123,000<br />
Data.w 255,120,000<br />
Data.w 255,116,000<br />
Data.w 255,112,000<br />
Data.w 255,109,000<br />
Data.w 255,105,000<br />
Data.w 255,102,000<br />
Data.w 255,098,000<br />
Data.w 255,094,000<br />
Data.w 255,091,000<br />
Data.w 255,087,000<br />
Data.w 255,083,000<br />
Data.w 255,080,000<br />
Data.w 255,076,000<br />
Data.w 255,072,000<br />
Data.w 255,069,000<br />
Data.w 255,065,000<br />
Data.w 255,061,000<br />
Data.w 255,058,000<br />
Data.w 255,054,000<br />
Data.w 255,051,000<br />
Data.w 255,047,000<br />
Data.w 255,043,000<br />
Data.w 255,040,000<br />
Data.w 255,036,000<br />
Data.w 255,032,000<br />
Data.w 255,029,000<br />
Data.w 255,025,000<br />
Data.w 255,021,000<br />
Data.w 255,018,000<br />
Data.w 255,014,000<br />
Data.w 255,010,000<br />
Data.w 255,007,000<br />
Data.w 255,003,000<br />
Data.w 255,000,000<br />
Data.w 253,000,000<br />
Data.w 251,000,000<br />
Data.w 250,000,000<br />
Data.w 248,000,000<br />
Data.w 246,000,000<br />
Data.w 245,000,000<br />
Data.w 243,000,000<br />
Data.w 241,000,000<br />
Data.w 240,000,000<br />
Data.w 238,000,000<br />
Data.w 236,000,000<br />
Data.w 235,000,000<br />
Data.w 233,000,000<br />
Data.w 231,000,000<br />
Data.w 230,000,000<br />
Data.w 228,000,000<br />
Data.w 227,000,000<br />
Data.w 225,000,000<br />
Data.w 223,000,000<br />
Data.w 222,000,000<br />
Data.w 220,000,000<br />
Data.w 218,000,000<br />
Data.w 217,000,000<br />
Data.w 215,000,000<br />
Data.w 213,000,000<br />
Data.w 212,000,000<br />
Data.w 210,000,000<br />
Data.w 208,000,000<br />
Data.w 207,000,000<br />
Data.w 205,000,000<br />
Data.w 204,000,000<br />
Data.w 202,000,000<br />
Data.w 200,000,000<br />
Data.w 199,000,000<br />
Data.w 197,000,000<br />
Data.w 195,000,000<br />
Data.w 194,000,000<br />
Data.w 192,000,000<br />
Data.w 190,000,000<br />
Data.w 189,000,000<br />
Data.w 187,000,000<br />
Data.w 185,000,000<br />
Data.w 184,000,000<br />
Data.w 182,000,000<br />
Data.w 180,000,000<br />
Data.w 179,000,000<br />
Data.w 177,000,000<br />
Data.w 176,000,000<br />
Data.w 174,000,000<br />
Data.w 172,000,000<br />
Data.w 171,000,000<br />
Data.w 169,000,000<br />
Data.w 167,000,000<br />
Data.w 166,000,000<br />
Data.w 164,000,000<br />
Data.w 162,000,000<br />
Data.w 161,000,000<br />
Data.w 159,000,000<br />
Data.w 157,000,000<br />
Data.w 156,000,000<br />
Data.w 154,000,000<br />
Data.w 153,000,000<br />
Data.w 151,000,000<br />
Data.w 149,000,000<br />
Data.w 148,000,000<br />
Data.w 146,000,000<br />
Data.w 144,000,000<br />
Data.w 143,000,000<br />
Data.w 141,000,000<br />
Data.w 139,000,000<br />
Data.w 138,000,000<br />
Data.w 136,000,000<br />
Data.w 134,000,000<br />
Data.w 133,000,000<br />
Data.w 131,000,000<br />
Data.w 129,000,000<br />
Data.w 128,000,000<br />
Data.w 126,000,000<br />
Data.w 125,000,000<br />
Data.w 123,000,000<br />
Data.w 121,000,000<br />
Data.w 120,000,000<br />
Data.w 118,000,000<br />
Data.w 116,000,000<br />
Data.w 115,000,000<br />
Data.w 113,000,000<br />
Data.w 111,000,000<br />
Data.w 110,000,000<br />
Data.w 108,000,000<br />
Data.w 106,000,000<br />
Data.w 105,000,000<br />
Data.w 103,000,000<br />
Data.w 102,000,000<br />
Data.w 100,000,000<br />
Data.w 098,000,000<br />
Data.w 097,000,000<br />
Data.w 095,000,000<br />
Data.w 093,000,000<br />
Data.w 092,000,000<br />
Data.w 090,000,000<br />
Data.w 088,000,000<br />
Data.w 087,000,000<br />
Data.w 085,000,000<br />
Data.w 083,000,000<br />
Data.w 082,000,000<br />
Data.w 080,000,000<br />
Data.w 078,000,000<br />
Data.w 077,000,000<br />
Data.w 075,000,000<br />
Data.w 074,000,000<br />
Data.w 072,000,000<br />
Data.w 070,000,000<br />
Data.w 069,000,000<br />
Data.w 067,000,000<br />
Data.w 065,000,000<br />
Data.w 064,000,000<br />
Data.w 062,000,000<br />
Data.w 060,000,000<br />
Data.w 059,000,000<br />
Data.w 057,000,000<br />
Data.w 055,000,000<br />
Data.w 054,000,000<br />
Data.w 052,000,000<br />
Data.w 051,000,000<br />
Data.w 049,000,000<br />
Data.w 047,000,000<br />
Data.w 046,000,000<br />
Data.w 044,000,000<br />
Data.w 042,000,000<br />
Data.w 041,000,000<br />
Data.w 039,000,000<br />
Data.w 037,000,000<br />
Data.w 036,000,000<br />
Data.w 034,000,000<br />
Data.w 032,000,000<br />
Data.w 031,000,000<br />
Data.w 029,000,000<br />
Data.w 027,000,000<br />
Data.w 026,000,000<br />
Data.w 024,000,000<br />
Data.w 023,000,000<br />
Data.w 021,000,000<br />
Data.w 019,000,000<br />
Data.w 018,000,000<br />
Data.w 016,000,000<br />
Data.w 014,000,000<br />
Data.w 013,000,000<br />
Data.w 011,000,000<br />
Data.w 009,000,000<br />
Data.w 008,000,000<br />
Data.w 006,000,000<br />
Data.w 004,000,000<br />
Data.w 003,000,000<br />
Data.w 001,000,000<br />
Data.w 000,000,000<br />
<br />
Even<br />
;</code></div></div>]]></description>
			<content:encoded><![CDATA[Here a little demo that uses the Chunkylib.<br />
<br />
It's not the most efficient way to do this but it will help setting up such a display i hope.<br />
<br />
I left the comments in, no harms.<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>;test of new chunky commands<br />
;(c)1997 by frank brandis<br />
;<br />
;as part of a demo written for software failure/airsoft<br />
;SetErr:End:End SetErr<br />
<br />
DEFTYPE.l<br />
<br />
BitMap0,320,256,1<br />
BitMap1,320,200,8<br />
;LoadPalette1,"blitz2:execs/copplist.pal"<br />
InitPalette1,256<br />
Gosub setpal<br />
<br />
InitCopList 1,144,100,&#36;10008,8,256,-&#36;f<br />
<br />
InitChunky1,320,200,2<br />
<br />
<br />
VWait50<br />
BLITZ<br />
<br />
Statement bmtochunk {t&#36;,dx.w,dy.w}<br />
  BitMapOutput0<br />
  ln.w=Len(t&#36;)*8<br />
  Locate 0,0:Print t&#36;<br />
  Use BitMap0<br />
  For y=0To7<br />
    yy.w=y+y<br />
    For x=0To ln<br />
      If Point(x,y)<br />
         xx.w=x+x<br />
         GPlot 1,xx+dx+1,yy+dy+1,240<br />
         GPlot 1,xx+dx,yy+dy+1,240<br />
         GPlot 1,xx+dx+1,yy+dy,240<br />
         GPlot 1,xx+dx,yy+dy,240<br />
      EndIf<br />
    Next x<br />
  Next y<br />
End Statement<br />
<br />
CreateDisplay1<br />
DisplayBitMap1,1<br />
DisplayPalette1,1<br />
<br />
<br />
Restore tdats<br />
Read tanz.w<br />
Dim t&#36;(tanz)<br />
For a=1To tanz<br />
  Read t&#36;(a)<br />
Next<br />
<br />
Gosub dofire<br />
<br />
BitMapOutput1<br />
Colour100:Locate 0,0:Print "ready.click mouse."<br />
MouseWait<br />
<br />
End<br />
NoCli:CloseEd<br />
<br />
dofire:<br />
  max_=280:may=20<br />
  count.w=1<br />
  tn.w=1<br />
  fadedelay.w=40<br />
 Repeat<br />
  Gosub chtext<br />
  Gosub calcfire<br />
  ChunkyToBitMap1,1<br />
<br />
 Until tn&gt;tanz AND count&lt;=1<br />
Return<br />
<br />
.chtext<br />
  count.w-1<br />
  If count=0<br />
    bmtochunk {t&#36;(tn),60,5}<br />
    count=fadedelay:tn+1<br />
  EndIf<br />
Return<br />
<br />
.calcfire<br />
newc.l=0<br />
 For y=2To may-1<br />
 For x=20To max_-1<br />
   newc=GPoint(1,x,y-1)<br />
   newc+GPoint(1,x,y+1)<br />
   newc+GPoint(1,x-1,y)<br />
   newc+GPoint(1,x+1,y)<br />
   newc LSR 2<br />
   If newc&lt;2 Then newc=0<br />
   GPlot 1,x,y,newc<br />
 Next x<br />
 Next y<br />
Return<br />
;<br />
tdats:<br />
 Data.w 4<br />
 Data&#36; " HACKBALL"<br />
 Data&#36; " PRESENTS"<br />
 Data&#36; "  A DEMO"<br />
 Data&#36; "  CALLED"<br />
Even<br />
<br />
setpal:<br />
  Restore firepal<br />
  For a=0To255<br />
     Read rr.w,gg.w,bb.w<br />
     AGAPalRGB1,(255-a),rr,gg,bb<br />
  Next a<br />
Return<br />
<br />
firepal:<br />
 ; Copperlist RamDisk:firepal1.bb - basic include file m1<br />
 ; done with bb2 coped v1.8 (C)opyright 1996 by Frank Brandis<br />
<br />
;Data.w 255  ; lines<br />
; red , green , blue<br />
Data.w 000,000,255<br />
Data.w 000,012,255<br />
Data.w 000,025,255<br />
Data.w 000,038,255<br />
Data.w 000,051,255<br />
Data.w 000,063,255<br />
Data.w 000,076,255<br />
Data.w 000,089,255<br />
Data.w 000,102,255<br />
Data.w 000,114,255<br />
Data.w 000,127,255<br />
Data.w 000,140,255<br />
Data.w 000,153,255<br />
Data.w 000,165,255<br />
Data.w 000,178,255<br />
Data.w 000,191,255<br />
Data.w 000,204,255<br />
Data.w 000,216,255<br />
Data.w 000,229,255<br />
Data.w 000,242,255<br />
Data.w 000,255,255<br />
Data.w 025,255,229<br />
Data.w 051,255,204<br />
Data.w 076,255,178<br />
Data.w 102,255,153<br />
Data.w 127,255,127<br />
Data.w 153,255,102<br />
Data.w 178,255,076<br />
Data.w 204,255,051<br />
Data.w 229,255,025<br />
Data.w 255,255,000<br />
Data.w 255,251,000<br />
Data.w 255,247,000<br />
Data.w 255,244,000<br />
Data.w 255,240,000<br />
Data.w 255,236,000<br />
Data.w 255,233,000<br />
Data.w 255,229,000<br />
Data.w 255,225,000<br />
Data.w 255,222,000<br />
Data.w 255,218,000<br />
Data.w 255,214,000<br />
Data.w 255,211,000<br />
Data.w 255,207,000<br />
Data.w 255,204,000<br />
Data.w 255,200,000<br />
Data.w 255,196,000<br />
Data.w 255,193,000<br />
Data.w 255,189,000<br />
Data.w 255,185,000<br />
Data.w 255,182,000<br />
Data.w 255,178,000<br />
Data.w 255,174,000<br />
Data.w 255,171,000<br />
Data.w 255,167,000<br />
Data.w 255,163,000<br />
Data.w 255,160,000<br />
Data.w 255,156,000<br />
Data.w 255,153,000<br />
Data.w 255,149,000<br />
Data.w 255,145,000<br />
Data.w 255,142,000<br />
Data.w 255,138,000<br />
Data.w 255,134,000<br />
Data.w 255,131,000<br />
Data.w 255,127,000<br />
Data.w 255,123,000<br />
Data.w 255,120,000<br />
Data.w 255,116,000<br />
Data.w 255,112,000<br />
Data.w 255,109,000<br />
Data.w 255,105,000<br />
Data.w 255,102,000<br />
Data.w 255,098,000<br />
Data.w 255,094,000<br />
Data.w 255,091,000<br />
Data.w 255,087,000<br />
Data.w 255,083,000<br />
Data.w 255,080,000<br />
Data.w 255,076,000<br />
Data.w 255,072,000<br />
Data.w 255,069,000<br />
Data.w 255,065,000<br />
Data.w 255,061,000<br />
Data.w 255,058,000<br />
Data.w 255,054,000<br />
Data.w 255,051,000<br />
Data.w 255,047,000<br />
Data.w 255,043,000<br />
Data.w 255,040,000<br />
Data.w 255,036,000<br />
Data.w 255,032,000<br />
Data.w 255,029,000<br />
Data.w 255,025,000<br />
Data.w 255,021,000<br />
Data.w 255,018,000<br />
Data.w 255,014,000<br />
Data.w 255,010,000<br />
Data.w 255,007,000<br />
Data.w 255,003,000<br />
Data.w 255,000,000<br />
Data.w 253,000,000<br />
Data.w 251,000,000<br />
Data.w 250,000,000<br />
Data.w 248,000,000<br />
Data.w 246,000,000<br />
Data.w 245,000,000<br />
Data.w 243,000,000<br />
Data.w 241,000,000<br />
Data.w 240,000,000<br />
Data.w 238,000,000<br />
Data.w 236,000,000<br />
Data.w 235,000,000<br />
Data.w 233,000,000<br />
Data.w 231,000,000<br />
Data.w 230,000,000<br />
Data.w 228,000,000<br />
Data.w 227,000,000<br />
Data.w 225,000,000<br />
Data.w 223,000,000<br />
Data.w 222,000,000<br />
Data.w 220,000,000<br />
Data.w 218,000,000<br />
Data.w 217,000,000<br />
Data.w 215,000,000<br />
Data.w 213,000,000<br />
Data.w 212,000,000<br />
Data.w 210,000,000<br />
Data.w 208,000,000<br />
Data.w 207,000,000<br />
Data.w 205,000,000<br />
Data.w 204,000,000<br />
Data.w 202,000,000<br />
Data.w 200,000,000<br />
Data.w 199,000,000<br />
Data.w 197,000,000<br />
Data.w 195,000,000<br />
Data.w 194,000,000<br />
Data.w 192,000,000<br />
Data.w 190,000,000<br />
Data.w 189,000,000<br />
Data.w 187,000,000<br />
Data.w 185,000,000<br />
Data.w 184,000,000<br />
Data.w 182,000,000<br />
Data.w 180,000,000<br />
Data.w 179,000,000<br />
Data.w 177,000,000<br />
Data.w 176,000,000<br />
Data.w 174,000,000<br />
Data.w 172,000,000<br />
Data.w 171,000,000<br />
Data.w 169,000,000<br />
Data.w 167,000,000<br />
Data.w 166,000,000<br />
Data.w 164,000,000<br />
Data.w 162,000,000<br />
Data.w 161,000,000<br />
Data.w 159,000,000<br />
Data.w 157,000,000<br />
Data.w 156,000,000<br />
Data.w 154,000,000<br />
Data.w 153,000,000<br />
Data.w 151,000,000<br />
Data.w 149,000,000<br />
Data.w 148,000,000<br />
Data.w 146,000,000<br />
Data.w 144,000,000<br />
Data.w 143,000,000<br />
Data.w 141,000,000<br />
Data.w 139,000,000<br />
Data.w 138,000,000<br />
Data.w 136,000,000<br />
Data.w 134,000,000<br />
Data.w 133,000,000<br />
Data.w 131,000,000<br />
Data.w 129,000,000<br />
Data.w 128,000,000<br />
Data.w 126,000,000<br />
Data.w 125,000,000<br />
Data.w 123,000,000<br />
Data.w 121,000,000<br />
Data.w 120,000,000<br />
Data.w 118,000,000<br />
Data.w 116,000,000<br />
Data.w 115,000,000<br />
Data.w 113,000,000<br />
Data.w 111,000,000<br />
Data.w 110,000,000<br />
Data.w 108,000,000<br />
Data.w 106,000,000<br />
Data.w 105,000,000<br />
Data.w 103,000,000<br />
Data.w 102,000,000<br />
Data.w 100,000,000<br />
Data.w 098,000,000<br />
Data.w 097,000,000<br />
Data.w 095,000,000<br />
Data.w 093,000,000<br />
Data.w 092,000,000<br />
Data.w 090,000,000<br />
Data.w 088,000,000<br />
Data.w 087,000,000<br />
Data.w 085,000,000<br />
Data.w 083,000,000<br />
Data.w 082,000,000<br />
Data.w 080,000,000<br />
Data.w 078,000,000<br />
Data.w 077,000,000<br />
Data.w 075,000,000<br />
Data.w 074,000,000<br />
Data.w 072,000,000<br />
Data.w 070,000,000<br />
Data.w 069,000,000<br />
Data.w 067,000,000<br />
Data.w 065,000,000<br />
Data.w 064,000,000<br />
Data.w 062,000,000<br />
Data.w 060,000,000<br />
Data.w 059,000,000<br />
Data.w 057,000,000<br />
Data.w 055,000,000<br />
Data.w 054,000,000<br />
Data.w 052,000,000<br />
Data.w 051,000,000<br />
Data.w 049,000,000<br />
Data.w 047,000,000<br />
Data.w 046,000,000<br />
Data.w 044,000,000<br />
Data.w 042,000,000<br />
Data.w 041,000,000<br />
Data.w 039,000,000<br />
Data.w 037,000,000<br />
Data.w 036,000,000<br />
Data.w 034,000,000<br />
Data.w 032,000,000<br />
Data.w 031,000,000<br />
Data.w 029,000,000<br />
Data.w 027,000,000<br />
Data.w 026,000,000<br />
Data.w 024,000,000<br />
Data.w 023,000,000<br />
Data.w 021,000,000<br />
Data.w 019,000,000<br />
Data.w 018,000,000<br />
Data.w 016,000,000<br />
Data.w 014,000,000<br />
Data.w 013,000,000<br />
Data.w 011,000,000<br />
Data.w 009,000,000<br />
Data.w 008,000,000<br />
Data.w 006,000,000<br />
Data.w 004,000,000<br />
Data.w 003,000,000<br />
Data.w 001,000,000<br />
Data.w 000,000,000<br />
<br />
Even<br />
;</code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GadTools Gadgets: Fonts]]></title>
			<link>https://www.amiblitz.de/community/thread-257.html</link>
			<pubDate>Sun, 14 Nov 2021 20:48:07 +0100</pubDate>
			<guid isPermaLink="false">https://www.amiblitz.de/community/thread-257.html</guid>
			<description><![CDATA[Manchmal will man verschiedene Fonts für diverse Gadgets verwenden, z.B. weil man in einem Listview lieber alles nett untereinander gelistet haben will und man sich mit Charakter-Spalten begnügt.<br />
<br />
Dann hilft der einfache Trick, den IntuiFont zu wechseln während des Erstellens der Gadget-List:<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>FindScreen1<br />
<br />
NEWTYPE.listv<br />
  a.w<br />
  text.s<br />
End NEWTYPE<br />
<br />
Dim List lv.listv(10)<br />
<br />
AddItem lv():lv()&#92;text="list item 1"<br />
AddItem lv():lv()&#92;text="list item 2"<br />
AddItem lv():lv()&#92;text="list item 3"<br />
<br />
LoadFont 1,"topaz.font",11<br />
LoadFont 2,"times.font",11<br />
<br />
Use IntuiFont1<br />
GTButton 1,1,5,5,250,15,"topaz testbutton",0<br />
<br />
Use IntuiFont2<br />
GTButton 1,2,5,25,250,15,"times testbutton",0<br />
<br />
Use IntuiFont1<br />
GTListView 1,3,5,45,250,100,"",0,lv()<br />
<br />
Window 1,100,50,300,200,&#36;140F,"gt fonts test",2,1<br />
<br />
AttachGTList1,1<br />
<br />
Repeat<br />
<br />
Until WaitEvent=&#36;200<br />
<br />
End</code></div></div><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=112" target="_blank" title="">ListViewFont.png</a> (Größe: 7,09 KB / Downloads: 13)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Manchmal will man verschiedene Fonts für diverse Gadgets verwenden, z.B. weil man in einem Listview lieber alles nett untereinander gelistet haben will und man sich mit Charakter-Spalten begnügt.<br />
<br />
Dann hilft der einfache Trick, den IntuiFont zu wechseln während des Erstellens der Gadget-List:<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>FindScreen1<br />
<br />
NEWTYPE.listv<br />
  a.w<br />
  text.s<br />
End NEWTYPE<br />
<br />
Dim List lv.listv(10)<br />
<br />
AddItem lv():lv()&#92;text="list item 1"<br />
AddItem lv():lv()&#92;text="list item 2"<br />
AddItem lv():lv()&#92;text="list item 3"<br />
<br />
LoadFont 1,"topaz.font",11<br />
LoadFont 2,"times.font",11<br />
<br />
Use IntuiFont1<br />
GTButton 1,1,5,5,250,15,"topaz testbutton",0<br />
<br />
Use IntuiFont2<br />
GTButton 1,2,5,25,250,15,"times testbutton",0<br />
<br />
Use IntuiFont1<br />
GTListView 1,3,5,45,250,100,"",0,lv()<br />
<br />
Window 1,100,50,300,200,&#36;140F,"gt fonts test",2,1<br />
<br />
AttachGTList1,1<br />
<br />
Repeat<br />
<br />
Until WaitEvent=&#36;200<br />
<br />
End</code></div></div><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=112" target="_blank" title="">ListViewFont.png</a> (Größe: 7,09 KB / Downloads: 13)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Text Scrolling in Fenstern.]]></title>
			<link>https://www.amiblitz.de/community/thread-256.html</link>
			<pubDate>Sun, 24 Oct 2021 03:13:36 +0200</pubDate>
			<guid isPermaLink="false">https://www.amiblitz.de/community/thread-256.html</guid>
			<description><![CDATA[Dies ist eigentlich ein einfaches Thema, aber erscheint irgendwie 'schwierig wegen Basic' oder so.<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>LoadFont1,"topaz.font",11<br />
FindScreen1<br />
<br />
WBStartup<br />
SetErr:End:End SetErr<br />
<br />
DEFTYPE.l<br />
<br />
DEFTYPE.w y,stp,tpos<br />
<br />
Window1,0,0,ScreenWidth,ScreenHeight,&#36;140F,"win scroll test",2,1<br />
<br />
Gosub refwin<br />
<br />
ttext&#36;="  Evil Midan, tyrant of the highest order, lies hidden deep within his underground lair. Allied security forces demand"<br />
ttext&#36;+" his reign to cease. one man is needed. that man is YOU.           "<br />
<br />
Repeat<br />
  ev=Event&nbsp;&nbsp; ;we don't wait...<br />
  Delay_1&nbsp;&nbsp;&nbsp;&nbsp;;...here we do! <br />
  Gosub winscroll<br />
  If ev=&#36;2 Then Gosub refwin<br />
<br />
Until ev=&#36;200<br />
End<br />
<br />
.winscroll:<br />
 WScroll 1,y.w,InnerWidth,y+12,1,0,0:stp+1<br />
<br />
;note: the Topaz font has a width of 8 pixl for each char<br />
 If stp&gt;7   ;fonts char with-1<br />
   stp=0<br />
   tpos.w+1:If tpos&gt;Len(ttext&#36;) Then tpos=0<br />
<br />
   tchar&#36;=Mid&#36;(ttext&#36;,tpos,1)<br />
;   WLocate InnerWidth-8,y:Print tchar&#36;<br />
 Else<br />
   WLocate InnerWidth-stp,y:Print tchar&#36;<br />
 EndIf<br />
<br />
Return<br />
<br />
.refwin<br />
    WCls<br />
<br />
    y=InnerHeight/2<br />
<br />
    Wline 0,y-2,InnerWidth,y-2,1<br />
    Wline 0,y+14,InnerWidth,y+14,1<br />
<br />
    stp.w=0<br />
    tpos.w=0<br />
<br />
Return</code></div></div><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=111" target="_blank" title="">PSX_20211024_031153.jpg</a> (Größe: 24,96 KB / Downloads: 14)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Dies ist eigentlich ein einfaches Thema, aber erscheint irgendwie 'schwierig wegen Basic' oder so.<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>LoadFont1,"topaz.font",11<br />
FindScreen1<br />
<br />
WBStartup<br />
SetErr:End:End SetErr<br />
<br />
DEFTYPE.l<br />
<br />
DEFTYPE.w y,stp,tpos<br />
<br />
Window1,0,0,ScreenWidth,ScreenHeight,&#36;140F,"win scroll test",2,1<br />
<br />
Gosub refwin<br />
<br />
ttext&#36;="  Evil Midan, tyrant of the highest order, lies hidden deep within his underground lair. Allied security forces demand"<br />
ttext&#36;+" his reign to cease. one man is needed. that man is YOU.           "<br />
<br />
Repeat<br />
  ev=Event&nbsp;&nbsp; ;we don't wait...<br />
  Delay_1&nbsp;&nbsp;&nbsp;&nbsp;;...here we do! <br />
  Gosub winscroll<br />
  If ev=&#36;2 Then Gosub refwin<br />
<br />
Until ev=&#36;200<br />
End<br />
<br />
.winscroll:<br />
 WScroll 1,y.w,InnerWidth,y+12,1,0,0:stp+1<br />
<br />
;note: the Topaz font has a width of 8 pixl for each char<br />
 If stp&gt;7   ;fonts char with-1<br />
   stp=0<br />
   tpos.w+1:If tpos&gt;Len(ttext&#36;) Then tpos=0<br />
<br />
   tchar&#36;=Mid&#36;(ttext&#36;,tpos,1)<br />
;   WLocate InnerWidth-8,y:Print tchar&#36;<br />
 Else<br />
   WLocate InnerWidth-stp,y:Print tchar&#36;<br />
 EndIf<br />
<br />
Return<br />
<br />
.refwin<br />
    WCls<br />
<br />
    y=InnerHeight/2<br />
<br />
    Wline 0,y-2,InnerWidth,y-2,1<br />
    Wline 0,y+14,InnerWidth,y+14,1<br />
<br />
    stp.w=0<br />
    tpos.w=0<br />
<br />
Return</code></div></div><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=111" target="_blank" title="">PSX_20211024_031153.jpg</a> (Größe: 24,96 KB / Downloads: 14)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[BlitzMode Interlace]]></title>
			<link>https://www.amiblitz.de/community/thread-255.html</link>
			<pubDate>Fri, 15 Oct 2021 23:57:17 +0200</pubDate>
			<guid isPermaLink="false">https://www.amiblitz.de/community/thread-255.html</guid>
			<description><![CDATA[Es scheint immer mal wieder die Frage aufzutauchen, wie man ein Interlace-Display aufbaut. Dabei steht es doch in der Anleitung.<br />
<br />
Ok, die Anleitung ist nicht immer fehlerfrei und AGA macht gelegentlich einen Strich durch die Rechnung, aber was soll's.<br />
<br />
Interlace erfordert normalerweise eine besondere Behandlung der Copperliste, aus der das Display aufgebaut ist.<br />
<br />
Da das Display nur noch halb so schnell aufgebaut wird (immer erst ein Halbbild, gerade, dann das andere, ungerade), und der Vblank Interrupt dies auch bei jedem Wechsel anzeigt, können wir dies benutzen, um das jeweilige Halbbild anzuzeigen. Damit das funktioniert, muß aber das angezeigte Halbbild natürlich jede zweite Zeile überspringen.<br />
Das erreichen wir, indem wir die Zeilenbreite (Modulo, was übersprungen wird, um die nächste Zeile anzusteuern), die das Display (Slice) erwartet, verdoppeln. Die unnütze nächste Zeile verschwindet quasi rechts von der aktuellen im Nichts. <img src="https://www.amiblitz.de/community/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> <br />
<br />
<span style="font-family: Courier New;" class="mycode_font">Slice 0,44,`1,`2 / 2,&#36;fff8,`3,8,32,<span style="font-weight: bold;" class="mycode_b">`1+`1,`1+`1</span></span><br />
<br />
Außerdem müssen wir das LACE Bit setzen in einem Spezialregister.<br />
Dafür hat Blitz2 eine Abkürzung eingebaut: <span style="font-weight: bold;" class="mycode_b">SetBplcon0</span>.<br />
<br />
Hier ist der Sourcecode im Beispiel. Macro benutzt, einfach mal so.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Macro laceblitz  ;w, h, d<br />
<br />
 BitMap0,`1,`2,`3<br />
<br />
 VWait50<br />
<br />
 SetBPLCON0 4   ;set lace bit!<br />
<br />
 BLITZ<br />
                    ;&#36;fff9 for HiRes<br />
 Slice0,44,`1,`2 / 2,&#36;fff8,`3,8,32,`1+`1,`1+`1<br />
<br />
<br />
 SetInt5   ;VBI<br />
<br />
   ;If Peek.w(&#36;dff004)&lt;0 Show 0,0,0 Else Show 0,0,1  ;doesn't work on AGA??<br />
   lfr.b=1-lfr     ;swap lace frame#<br />
   Show 0,0,lfr    ;lace frame# becomes y offset to show<br />
<br />
 End SetInt<br />
<br />
Use BitMap0:BitMapOutput0<br />
<br />
<br />
End Macro<br />
<br />
<br />
!laceblitz {320,400,2}<br />
<br />
RGB 0,1,2,5<br />
RGB 1,15,14,13<br />
<br />
NPrint""<br />
NPrint "hello world!"<br />
<br />
<br />
Circle 160,200,90,180,1<br />
<br />
Line   70,380,250,20,1<br />
<br />
<br />
MouseWait<br />
<br />
<br />
ClrInt5    ;kill VBI<br />
<br />
SetBPLCON0 0<br />
<br />
VWait 50<br />
<br />
End</code></div></div><br />
<br />
Beispiel Screenshot:<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=110" target="_blank" title="">bmodelace_sshot.jpg</a> (Größe: 389,62 KB / Downloads: 19)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Es scheint immer mal wieder die Frage aufzutauchen, wie man ein Interlace-Display aufbaut. Dabei steht es doch in der Anleitung.<br />
<br />
Ok, die Anleitung ist nicht immer fehlerfrei und AGA macht gelegentlich einen Strich durch die Rechnung, aber was soll's.<br />
<br />
Interlace erfordert normalerweise eine besondere Behandlung der Copperliste, aus der das Display aufgebaut ist.<br />
<br />
Da das Display nur noch halb so schnell aufgebaut wird (immer erst ein Halbbild, gerade, dann das andere, ungerade), und der Vblank Interrupt dies auch bei jedem Wechsel anzeigt, können wir dies benutzen, um das jeweilige Halbbild anzuzeigen. Damit das funktioniert, muß aber das angezeigte Halbbild natürlich jede zweite Zeile überspringen.<br />
Das erreichen wir, indem wir die Zeilenbreite (Modulo, was übersprungen wird, um die nächste Zeile anzusteuern), die das Display (Slice) erwartet, verdoppeln. Die unnütze nächste Zeile verschwindet quasi rechts von der aktuellen im Nichts. <img src="https://www.amiblitz.de/community/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> <br />
<br />
<span style="font-family: Courier New;" class="mycode_font">Slice 0,44,`1,`2 / 2,&#36;fff8,`3,8,32,<span style="font-weight: bold;" class="mycode_b">`1+`1,`1+`1</span></span><br />
<br />
Außerdem müssen wir das LACE Bit setzen in einem Spezialregister.<br />
Dafür hat Blitz2 eine Abkürzung eingebaut: <span style="font-weight: bold;" class="mycode_b">SetBplcon0</span>.<br />
<br />
Hier ist der Sourcecode im Beispiel. Macro benutzt, einfach mal so.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Macro laceblitz  ;w, h, d<br />
<br />
 BitMap0,`1,`2,`3<br />
<br />
 VWait50<br />
<br />
 SetBPLCON0 4   ;set lace bit!<br />
<br />
 BLITZ<br />
                    ;&#36;fff9 for HiRes<br />
 Slice0,44,`1,`2 / 2,&#36;fff8,`3,8,32,`1+`1,`1+`1<br />
<br />
<br />
 SetInt5   ;VBI<br />
<br />
   ;If Peek.w(&#36;dff004)&lt;0 Show 0,0,0 Else Show 0,0,1  ;doesn't work on AGA??<br />
   lfr.b=1-lfr     ;swap lace frame#<br />
   Show 0,0,lfr    ;lace frame# becomes y offset to show<br />
<br />
 End SetInt<br />
<br />
Use BitMap0:BitMapOutput0<br />
<br />
<br />
End Macro<br />
<br />
<br />
!laceblitz {320,400,2}<br />
<br />
RGB 0,1,2,5<br />
RGB 1,15,14,13<br />
<br />
NPrint""<br />
NPrint "hello world!"<br />
<br />
<br />
Circle 160,200,90,180,1<br />
<br />
Line   70,380,250,20,1<br />
<br />
<br />
MouseWait<br />
<br />
<br />
ClrInt5    ;kill VBI<br />
<br />
SetBPLCON0 0<br />
<br />
VWait 50<br />
<br />
End</code></div></div><br />
<br />
Beispiel Screenshot:<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=110" target="_blank" title="">bmodelace_sshot.jpg</a> (Größe: 389,62 KB / Downloads: 19)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AmigaOS 3.2 Support]]></title>
			<link>https://www.amiblitz.de/community/thread-247.html</link>
			<pubDate>Sun, 06 Jun 2021 22:29:49 +0200</pubDate>
			<guid isPermaLink="false">https://www.amiblitz.de/community/thread-247.html</guid>
			<description><![CDATA[Mit dem Erscheinen von AmigaOS3.2 (und auch schon vorher, mit 3.1.4) wird es notwendig, die Includes, Amigalibs usw. innerhalb BlitzBasic2 anzupassen bzw. auf den neuesten Stand zu bringen, insofern man vom neuen OS profitieren möchte.<br />
<br />
Ich hänge hier unten schonmal die wichtigsten Libs dran, aber seid gewarnt:<br />
Wenn ihr nicht die gleichen Libnumbers habt in eurer Installation, dann gibt es Probleme!<br />
<br />
Im Prinzip müßt ihr vor dem Update eure Libs scannen, entweder mit einem speziellen Tool oder dem LibMan. Dort seht ihr dann, welche Libnummern ihr verwenden müßt, damit alles so weiter funktioniert wie bisher. Ihr solltet NICHT NEUE FREIE NUMMERN VERWENDEN, sondern die 'alten'!<br />
<br />
Die Libs brauchen z.T. zwei Sub-Libs, wegen der Token-Anzahl, darum gibt es auch manchmal zwei Libnums! Siehe im Screenshot dos.library1+2.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=105" target="_blank" title="">libman_deflibs.png</a> (Größe: 22,08 KB / Downloads: 13)
<!-- end: postbit_attachments_attachment --><br />
<br />
Meine Libnums hier mal als Beispiel:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>; AMIGA LIBRARIES<br />
<br />
#intuition-lib1               = 255<br />
#graphics-lib1                = 254<br />
#exec-lib1                    = 253<br />
#dos-lib1                     = 252<br />
#diskfont-lib1                = 251<br />
#graphics-lib2                = 250<br />
#dos-lib2                     = 249<br />
#amigaguide-lib1              = 248<br />
#asl-lib1                     = 247<br />
#battclock-lib1               = 246<br />
#battmem-lib1                 = 245<br />
#bullet-lib1                  = 244<br />
#card-lib1                    = 243<br />
#ciaa-lib1                    = 242<br />
#ciab-lib1                    = 241<br />
#commodities-lib1             = 240<br />
#datatypes-lib1               = 239<br />
#disk-lib1                    = 238<br />
#expansion-lib1               = 237<br />
#gadtools-lib1                = 236<br />
#icon-lib1                    = 235<br />
#iffparse-lib1                = 234<br />
#keymap-lib1                  = 233<br />
#layers-lib1                  = 232<br />
#locale-lib1                  = 231<br />
#mathffp-lib1                 = 230<br />
#mathieeedoubbas-lib1         = 229<br />
#mathieeedoubtrans-lib1       = 228<br />
#mathieeesingbas-lib1         = 227<br />
#mathieeesingtrans-lib1       = 226<br />
#mathtrans-lib1               = 225<br />
#misc-lib1                    = 224<br />
#potgo-lib1                   = 223<br />
#rexxsyslib-lib1              = 222<br />
#utility-lib1                 = 221<br />
#colorwheel-lib1              = 219 ; CLASH(1x:)!; RESERVED FOR: #cdtvlib<br />
#xfa-lib1                     = 218<br />
#boards-lib1                  = 217<br />
#workbench39-lib1             = 216<br />
<br />
; BASIC LIBRARIES<br />
<br />
#Bbgtlib                      = 141<br />
#Gadgetslib                   = 140<br />
#Windowslib                   = 138<br />
#Bbasllib                     =  80<br />
<br />
; OTHER LIBRARIES<br />
<br />
#LotanWord                    = 196<br />
#LotanMemExt                  = 173<br />
#LotanMem                     = 172<br />
#cd32lib                      = 113<br />
#ElmoreIncLib                 = 111<br />
#ElmoreDosLib                 = 109<br />
#ElmoreSysLib                 = 107<br />
#ElmoreMathLib                = 105<br />
#ElmoreHardwareLib            = 103<br />
#ElmoreFuncsLib               = 101<br />
#RomulusCrunchLib             =  74<br />
#RomulusPrtLib                =  70<br />
#RomulusRequestLib            =  69<br />
#RomulusLocaleLib             =  68<br />
#RomulusConsoleLib            =  67<br />
#AaronsIconLib                =  62<br />
#NeilsCIATrackerLib           =  56<br />
#NeilsIndicatorLib            =  55<br />
#NeilsReqToolsLib             =  54<br />
#RomulusAmigaLib              =  47<br />
<br />
; RI(LES/RWE) LIBRARIES<br />
<br />
#Riarexxlib                   = 133<br />
#Rievallib                    = 121<br />
#Rifnslib                     =  93<br />
#RITrackDiskLib               =  91<br />
#Ricommoditieslib             =  89<br />
#RIReqLib                     =  79<br />
#RIAmosFuncLib                =  75<br />
#Ripacklib                    =  73<br />
#Rifxlib                      =  66<br />
#Rigfxlib                     =  65<br />
#Rizonejoylib                 =  64<br />
#Riapplib                     =  61<br />
#Ritooltypeslib               =  59<br />
#Rianimlib                    =  57<br />
#Riencryptlib                 =  52<br />
#Ridebuglib                   =  51<br />
#RIDisAsm                     =  50<br />
#RIShapesLib                  =  46<br />
#Risoundlib                   =  45<br />
#Rigtmenulib                  =  37<br />
#Rifastseriallib              =  36<br />
#Ridoslib                     =  33<br />
#Ridatatypeslib               =  25<br />
#Ristcdecrunchlib             =  18<br />
#Ristonecrackerlib            =  17<br />
#Ricompactdisklib             =  14<br />
#RISortLib                    =  13<br />
#RIListLib                    =  12<br />
#Ricopperfxlib                =  11<br />
<br />
; USER LIBRARIES<br />
<br />
#EMLLib                       =  60<br />
#MazFpuLib                    =  35<br />
#QuickLib                     =  19<br />
#dbaselib                     =  10<br />
#BDGfxLib                     =   9<br />
#XBaudiolib                   =   4<br />
<br />
; NEW (OTHER USER) LIBRARIES<br />
<br />
#nWbStartup                   = 199<br />
#nDrawing                     = 188<br />
#nPicture                     = 183<br />
#nMenu                        = 181<br />
#nGadTools                    = 179<br />
#nDos                         = 174<br />
#nFont                        = 170<br />
#nScreen                      = 169<br />
#nWindow                      = 168<br />
#nMisc                        = 167<br />
#nString                      = 166<br />
#nMemory                      = 165<br />
#nToolType                    = 151<br />
#nTagList                     = 149<br />
#nOS                          = 145<br />
#nPalette                     = 139<br />
#nLocale                      = 137<br />
#nSort                        = 131<br />
#nFile                        =  41<br />
<br />
; USER(CODER/BETA) LIBRARIES<br />
<br />
#disassembler-lib1            = 215<br />
#nonvolatile-lib1             = 214<br />
#Picasso96API-lib1            = 213<br />
#i2c_v40-lib                  = 212<br />
#RayToolsLib                  =  44<br />
#RayPixLib                    =  34<br />
#RayDosLib                    =  23<br />
#RayAreaLib                   =  22<br />
#RayMathLib                   =  20<br />
#EFMUILib                     =   8<br />
<br />
; DEACTIVATED LIBS<br />
<br />
#workbench-lib1               = 220<br />
#boards-lib1_OLD              = 217 ; CLASH(1x:)!<br />
#Rimisclib                    =  47 ; CLASH(1x:)!<br />
#Rinonvolatilelib             =  35 ; CLASH(1x:)!<br />
#Rwemathlib                   =  23 ; CLASH(1x:)!<br />
<br />
<br />
; WARNING! 5 LIBRARY CLASH(S) (=doubles/triples etc.) FOUND !<br />
<br />
<br />
; FREE library numbers(122):<br />
<br />
;    1    2    3    5    6    7<br />
<br />
;   15   16   21   24   26   27   28   29   30   31   32   38   39   40   42<br />
;   43   48   49   53   58   63   76   77   78   81   82   83   85   88   90<br />
;   92   94   95   96   97   98   99<br />
<br />
;  100  102  104  106  108  110  112  114  115  116  117  118  119  120  122<br />
;  123  124  125  126  127  128  129  130  132  134  135  136  142  143  144<br />
;  146  147  148  150  152  153  154  155  156  157  158  159  160  161  162<br />
;  163  164  171  175  176  177  178  180  182  184  185  186  187  189  190<br />
;  191  192  193  194  195  197  198<br />
<br />
;  200  201  202  203  204  205  206  207  208  209  210  211</code></div></div>Ganz oben sieht man die dos.lib zweimal, mit unterschiedlichen Nummern!! Wichtig! Aufschreiben!<br />
Mit den neuen Amigalibs müßt ihr natürlich auch noch testen, ob die Tokens erkannt werden:<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=104" target="_blank" title="">newlibs_test.png</a> (Größe: 13,65 KB / Downloads: 19)
<!-- end: postbit_attachments_attachment --><br />
Yep! <img src="https://www.amiblitz.de/community/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/" title="LHA" border="0" alt=".lha" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=103" target="_blank" title="">AOS32_AmigaLibs.lha</a> (Größe: 10,91 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Mit dem Erscheinen von AmigaOS3.2 (und auch schon vorher, mit 3.1.4) wird es notwendig, die Includes, Amigalibs usw. innerhalb BlitzBasic2 anzupassen bzw. auf den neuesten Stand zu bringen, insofern man vom neuen OS profitieren möchte.<br />
<br />
Ich hänge hier unten schonmal die wichtigsten Libs dran, aber seid gewarnt:<br />
Wenn ihr nicht die gleichen Libnumbers habt in eurer Installation, dann gibt es Probleme!<br />
<br />
Im Prinzip müßt ihr vor dem Update eure Libs scannen, entweder mit einem speziellen Tool oder dem LibMan. Dort seht ihr dann, welche Libnummern ihr verwenden müßt, damit alles so weiter funktioniert wie bisher. Ihr solltet NICHT NEUE FREIE NUMMERN VERWENDEN, sondern die 'alten'!<br />
<br />
Die Libs brauchen z.T. zwei Sub-Libs, wegen der Token-Anzahl, darum gibt es auch manchmal zwei Libnums! Siehe im Screenshot dos.library1+2.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=105" target="_blank" title="">libman_deflibs.png</a> (Größe: 22,08 KB / Downloads: 13)
<!-- end: postbit_attachments_attachment --><br />
<br />
Meine Libnums hier mal als Beispiel:<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>; AMIGA LIBRARIES<br />
<br />
#intuition-lib1               = 255<br />
#graphics-lib1                = 254<br />
#exec-lib1                    = 253<br />
#dos-lib1                     = 252<br />
#diskfont-lib1                = 251<br />
#graphics-lib2                = 250<br />
#dos-lib2                     = 249<br />
#amigaguide-lib1              = 248<br />
#asl-lib1                     = 247<br />
#battclock-lib1               = 246<br />
#battmem-lib1                 = 245<br />
#bullet-lib1                  = 244<br />
#card-lib1                    = 243<br />
#ciaa-lib1                    = 242<br />
#ciab-lib1                    = 241<br />
#commodities-lib1             = 240<br />
#datatypes-lib1               = 239<br />
#disk-lib1                    = 238<br />
#expansion-lib1               = 237<br />
#gadtools-lib1                = 236<br />
#icon-lib1                    = 235<br />
#iffparse-lib1                = 234<br />
#keymap-lib1                  = 233<br />
#layers-lib1                  = 232<br />
#locale-lib1                  = 231<br />
#mathffp-lib1                 = 230<br />
#mathieeedoubbas-lib1         = 229<br />
#mathieeedoubtrans-lib1       = 228<br />
#mathieeesingbas-lib1         = 227<br />
#mathieeesingtrans-lib1       = 226<br />
#mathtrans-lib1               = 225<br />
#misc-lib1                    = 224<br />
#potgo-lib1                   = 223<br />
#rexxsyslib-lib1              = 222<br />
#utility-lib1                 = 221<br />
#colorwheel-lib1              = 219 ; CLASH(1x:)!; RESERVED FOR: #cdtvlib<br />
#xfa-lib1                     = 218<br />
#boards-lib1                  = 217<br />
#workbench39-lib1             = 216<br />
<br />
; BASIC LIBRARIES<br />
<br />
#Bbgtlib                      = 141<br />
#Gadgetslib                   = 140<br />
#Windowslib                   = 138<br />
#Bbasllib                     =  80<br />
<br />
; OTHER LIBRARIES<br />
<br />
#LotanWord                    = 196<br />
#LotanMemExt                  = 173<br />
#LotanMem                     = 172<br />
#cd32lib                      = 113<br />
#ElmoreIncLib                 = 111<br />
#ElmoreDosLib                 = 109<br />
#ElmoreSysLib                 = 107<br />
#ElmoreMathLib                = 105<br />
#ElmoreHardwareLib            = 103<br />
#ElmoreFuncsLib               = 101<br />
#RomulusCrunchLib             =  74<br />
#RomulusPrtLib                =  70<br />
#RomulusRequestLib            =  69<br />
#RomulusLocaleLib             =  68<br />
#RomulusConsoleLib            =  67<br />
#AaronsIconLib                =  62<br />
#NeilsCIATrackerLib           =  56<br />
#NeilsIndicatorLib            =  55<br />
#NeilsReqToolsLib             =  54<br />
#RomulusAmigaLib              =  47<br />
<br />
; RI(LES/RWE) LIBRARIES<br />
<br />
#Riarexxlib                   = 133<br />
#Rievallib                    = 121<br />
#Rifnslib                     =  93<br />
#RITrackDiskLib               =  91<br />
#Ricommoditieslib             =  89<br />
#RIReqLib                     =  79<br />
#RIAmosFuncLib                =  75<br />
#Ripacklib                    =  73<br />
#Rifxlib                      =  66<br />
#Rigfxlib                     =  65<br />
#Rizonejoylib                 =  64<br />
#Riapplib                     =  61<br />
#Ritooltypeslib               =  59<br />
#Rianimlib                    =  57<br />
#Riencryptlib                 =  52<br />
#Ridebuglib                   =  51<br />
#RIDisAsm                     =  50<br />
#RIShapesLib                  =  46<br />
#Risoundlib                   =  45<br />
#Rigtmenulib                  =  37<br />
#Rifastseriallib              =  36<br />
#Ridoslib                     =  33<br />
#Ridatatypeslib               =  25<br />
#Ristcdecrunchlib             =  18<br />
#Ristonecrackerlib            =  17<br />
#Ricompactdisklib             =  14<br />
#RISortLib                    =  13<br />
#RIListLib                    =  12<br />
#Ricopperfxlib                =  11<br />
<br />
; USER LIBRARIES<br />
<br />
#EMLLib                       =  60<br />
#MazFpuLib                    =  35<br />
#QuickLib                     =  19<br />
#dbaselib                     =  10<br />
#BDGfxLib                     =   9<br />
#XBaudiolib                   =   4<br />
<br />
; NEW (OTHER USER) LIBRARIES<br />
<br />
#nWbStartup                   = 199<br />
#nDrawing                     = 188<br />
#nPicture                     = 183<br />
#nMenu                        = 181<br />
#nGadTools                    = 179<br />
#nDos                         = 174<br />
#nFont                        = 170<br />
#nScreen                      = 169<br />
#nWindow                      = 168<br />
#nMisc                        = 167<br />
#nString                      = 166<br />
#nMemory                      = 165<br />
#nToolType                    = 151<br />
#nTagList                     = 149<br />
#nOS                          = 145<br />
#nPalette                     = 139<br />
#nLocale                      = 137<br />
#nSort                        = 131<br />
#nFile                        =  41<br />
<br />
; USER(CODER/BETA) LIBRARIES<br />
<br />
#disassembler-lib1            = 215<br />
#nonvolatile-lib1             = 214<br />
#Picasso96API-lib1            = 213<br />
#i2c_v40-lib                  = 212<br />
#RayToolsLib                  =  44<br />
#RayPixLib                    =  34<br />
#RayDosLib                    =  23<br />
#RayAreaLib                   =  22<br />
#RayMathLib                   =  20<br />
#EFMUILib                     =   8<br />
<br />
; DEACTIVATED LIBS<br />
<br />
#workbench-lib1               = 220<br />
#boards-lib1_OLD              = 217 ; CLASH(1x:)!<br />
#Rimisclib                    =  47 ; CLASH(1x:)!<br />
#Rinonvolatilelib             =  35 ; CLASH(1x:)!<br />
#Rwemathlib                   =  23 ; CLASH(1x:)!<br />
<br />
<br />
; WARNING! 5 LIBRARY CLASH(S) (=doubles/triples etc.) FOUND !<br />
<br />
<br />
; FREE library numbers(122):<br />
<br />
;    1    2    3    5    6    7<br />
<br />
;   15   16   21   24   26   27   28   29   30   31   32   38   39   40   42<br />
;   43   48   49   53   58   63   76   77   78   81   82   83   85   88   90<br />
;   92   94   95   96   97   98   99<br />
<br />
;  100  102  104  106  108  110  112  114  115  116  117  118  119  120  122<br />
;  123  124  125  126  127  128  129  130  132  134  135  136  142  143  144<br />
;  146  147  148  150  152  153  154  155  156  157  158  159  160  161  162<br />
;  163  164  171  175  176  177  178  180  182  184  185  186  187  189  190<br />
;  191  192  193  194  195  197  198<br />
<br />
;  200  201  202  203  204  205  206  207  208  209  210  211</code></div></div>Ganz oben sieht man die dos.lib zweimal, mit unterschiedlichen Nummern!! Wichtig! Aufschreiben!<br />
Mit den neuen Amigalibs müßt ihr natürlich auch noch testen, ob die Tokens erkannt werden:<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=104" target="_blank" title="">newlibs_test.png</a> (Größe: 13,65 KB / Downloads: 19)
<!-- end: postbit_attachments_attachment --><br />
Yep! <img src="https://www.amiblitz.de/community/images/smilies/biggrin.png" alt="Big Grin" title="Big Grin" class="smilie smilie_4" /><br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/" title="LHA" border="0" alt=".lha" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=103" target="_blank" title="">AOS32_AmigaLibs.lha</a> (Größe: 10,91 KB / Downloads: 2)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Blitz2 auf einem A500, 1MB, Floppy]]></title>
			<link>https://www.amiblitz.de/community/thread-233.html</link>
			<pubDate>Sat, 06 Mar 2021 23:07:10 +0100</pubDate>
			<guid isPermaLink="false">https://www.amiblitz.de/community/thread-233.html</guid>
			<description><![CDATA[Frühere Versionen von BlitzBasic2 liefen auch auf einem Basis-A500 mit nur einem MB RAM und Disketten-Laufwerk.<br />
<br />
Dazu muß man sich eine Bootdiskette herrichten, die noch etwas Platz frei hat für Sourcecodes.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=72" target="_blank" title="">Blitz2_v15_001.png</a> (Größe: 63,03 KB / Downloads: 15)
<!-- end: postbit_attachments_attachment --><br />
So kann man zwar keine größeren Projekte starten, aber zum Reinschnuppern ist es allemal gut genug! ?<br />
<br />
In meinem Fall ist es die 1.0 bzw. 1.5.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=71" target="_blank" title="">Blitz2_v15_003.png</a> (Größe: 41,16 KB / Downloads: 11)
<!-- end: postbit_attachments_attachment --><br />
<br />
About Window, plus 'hidden' Thanx:<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=70" target="_blank" title="">Blitz2_v15_004.png</a> (Größe: 61,79 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment --><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=69" target="_blank" title="">Blitz2_v15_005.png</a> (Größe: 92,13 KB / Downloads: 8)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Frühere Versionen von BlitzBasic2 liefen auch auf einem Basis-A500 mit nur einem MB RAM und Disketten-Laufwerk.<br />
<br />
Dazu muß man sich eine Bootdiskette herrichten, die noch etwas Platz frei hat für Sourcecodes.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=72" target="_blank" title="">Blitz2_v15_001.png</a> (Größe: 63,03 KB / Downloads: 15)
<!-- end: postbit_attachments_attachment --><br />
So kann man zwar keine größeren Projekte starten, aber zum Reinschnuppern ist es allemal gut genug! ?<br />
<br />
In meinem Fall ist es die 1.0 bzw. 1.5.<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=71" target="_blank" title="">Blitz2_v15_003.png</a> (Größe: 41,16 KB / Downloads: 11)
<!-- end: postbit_attachments_attachment --><br />
<br />
About Window, plus 'hidden' Thanx:<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=70" target="_blank" title="">Blitz2_v15_004.png</a> (Größe: 61,79 KB / Downloads: 7)
<!-- end: postbit_attachments_attachment --><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=69" target="_blank" title="">Blitz2_v15_005.png</a> (Größe: 92,13 KB / Downloads: 8)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[GUI-Example: WB-like BorderScrollbars]]></title>
			<link>https://www.amiblitz.de/community/thread-229.html</link>
			<pubDate>Sat, 27 Feb 2021 15:40:17 +0100</pubDate>
			<guid isPermaLink="false">https://www.amiblitz.de/community/thread-229.html</guid>
			<description><![CDATA[Wenn man ein Fenster erzeugen will, das ringsum dieselben Scrollbars und auch Pfeile hat, wie man sie von den Workbench-Fenstern kennt, geht man folgendermaßen vor:<br />
<br />
Es wird aktuell noch nichts gescrollt, das kann man implementieren, wie man mag; also Superbitmap oder eine eigene Liste usw..<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>; BorderGadgets Example BlitzBasic2<br />
; by F.Brandis<br />
<br />
<br />
FindScreen1<br />
<br />
;We Use a GZZ Window Type, therefore we have our own<br />
; Rastport we can draw upon inside the window`s frame<br />
; with origin 0,0<br />
<br />
;note the negative coords!<br />
; the winborder gadgets have a relative size<br />
;    to the windows dimensions<br />
<br />
;don`t forget special GZZ flags all around<br />
;Note:<br />
;to be really font-sensitive we should get the screen's Barheight for setting the correct y-pos of the right scrollbar<br />
<br />
PropGadget 2,-13,16,&#36;11000|16|2|128|256,1, 11,-50 ;right vert<br />
PropGadget 2,  3,-7,&#36;18000|8|4|64|256  ,2,-54,6   ;botm horiz<br />
SetVProp   2,  1,0,1<br />
SetHProp   2,  2,0,1<br />
<br />
;here too,<br />
;relativity flags are req. for positioning:<br />
<br />
;%10 = rel. to bottom edge (if window is resizable)<br />
;% 1 = dito right edge<br />
<br />
;so all x,y are negative as relative to the right/bottom<br />
;   from their dimensions<br />
<br />
ArrowGadget2,3,&#36;B,-17,-31,%11,1   ;up<br />
ArrowGadget2,4,&#36;D,-17,-20,%11,1   ;down<br />
<br />
ArrowGadget2,5,&#36;A,-49,- 9,%11,1   ;left<br />
ArrowGadget2,6,&#36;C,-33,- 9,%11,1   ;right<br />
<br />
;note:                   x400 for GZZ window<br />
Window 2,140,90,200,100,&#36;14FF,"scroll me",0,2,2<br />
<br />
<br />
Repeat<br />
<br />
Until WaitEvent=&#36;200<br />
End</code></div></div><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=63" target="_blank" title="">BB2-scrollertestWin.JPG</a> (Größe: 26,33 KB / Downloads: 34)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Wenn man ein Fenster erzeugen will, das ringsum dieselben Scrollbars und auch Pfeile hat, wie man sie von den Workbench-Fenstern kennt, geht man folgendermaßen vor:<br />
<br />
Es wird aktuell noch nichts gescrollt, das kann man implementieren, wie man mag; also Superbitmap oder eine eigene Liste usw..<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>; BorderGadgets Example BlitzBasic2<br />
; by F.Brandis<br />
<br />
<br />
FindScreen1<br />
<br />
;We Use a GZZ Window Type, therefore we have our own<br />
; Rastport we can draw upon inside the window`s frame<br />
; with origin 0,0<br />
<br />
;note the negative coords!<br />
; the winborder gadgets have a relative size<br />
;    to the windows dimensions<br />
<br />
;don`t forget special GZZ flags all around<br />
;Note:<br />
;to be really font-sensitive we should get the screen's Barheight for setting the correct y-pos of the right scrollbar<br />
<br />
PropGadget 2,-13,16,&#36;11000|16|2|128|256,1, 11,-50 ;right vert<br />
PropGadget 2,  3,-7,&#36;18000|8|4|64|256  ,2,-54,6   ;botm horiz<br />
SetVProp   2,  1,0,1<br />
SetHProp   2,  2,0,1<br />
<br />
;here too,<br />
;relativity flags are req. for positioning:<br />
<br />
;%10 = rel. to bottom edge (if window is resizable)<br />
;% 1 = dito right edge<br />
<br />
;so all x,y are negative as relative to the right/bottom<br />
;   from their dimensions<br />
<br />
ArrowGadget2,3,&#36;B,-17,-31,%11,1   ;up<br />
ArrowGadget2,4,&#36;D,-17,-20,%11,1   ;down<br />
<br />
ArrowGadget2,5,&#36;A,-49,- 9,%11,1   ;left<br />
ArrowGadget2,6,&#36;C,-33,- 9,%11,1   ;right<br />
<br />
;note:                   x400 for GZZ window<br />
Window 2,140,90,200,100,&#36;14FF,"scroll me",0,2,2<br />
<br />
<br />
Repeat<br />
<br />
Until WaitEvent=&#36;200<br />
End</code></div></div><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.amiblitz.de/community/images/attachtypes/image.png" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=63" target="_blank" title="">BB2-scrollertestWin.JPG</a> (Größe: 26,33 KB / Downloads: 34)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Inhalt hier (WIP)]]></title>
			<link>https://www.amiblitz.de/community/thread-227.html</link>
			<pubDate>Sat, 27 Feb 2021 15:25:50 +0100</pubDate>
			<guid isPermaLink="false">https://www.amiblitz.de/community/thread-227.html</guid>
			<description><![CDATA[Blitz Manual &amp; Basics Sources (Forum)<br />
threads:<br />
handbuch beispiele +<br />
Hb disks spiele, bum spiele(?)<br />
bui's<br />
bum 1-10<br />
developer disks<br />
<br />
<br />
IDE:<br />
Revisions-Header, compiletime, buildnr etc.<br />
<br />
Macros - Bsp. SimpleBlitz, Seterr-Handling, versionsstring<br />
<br />
File i/O - BB2 &amp; Amigalib.res<br />
<br />
Requests/Requesters<br />
FileRequest - BB2, ASL, ReqTools<br />
EZRequest, Request_()<br />
Screenrequest, FontRequest<br />
ARP?<br />
<br />
GUI - <span style="text-decoration: line-through;" class="mycode_s">Bordergadgets</span>, Superbmap<br />
<br />
GadToolsBox2 - GUI2BB2<br />
<br />
MUI?<br />
<br />
Sorting - BubbleSort, Quicksort ...; Highscore (bum10a examples)<br />
Timing<br />
<br />
Spiele:<br />
Insectoids2<br />
Defender<br />
Buzzbar<br />
<br />
Extras:<br />
Debugger Historie?<br />
<br />
DeveloperDocs einfügen?<br />
<br />
optimierungen<br />
prozeduren, exit<br />
if then nesting<br />
and or<br />
multi vs shift]]></description>
			<content:encoded><![CDATA[Blitz Manual &amp; Basics Sources (Forum)<br />
threads:<br />
handbuch beispiele +<br />
Hb disks spiele, bum spiele(?)<br />
bui's<br />
bum 1-10<br />
developer disks<br />
<br />
<br />
IDE:<br />
Revisions-Header, compiletime, buildnr etc.<br />
<br />
Macros - Bsp. SimpleBlitz, Seterr-Handling, versionsstring<br />
<br />
File i/O - BB2 &amp; Amigalib.res<br />
<br />
Requests/Requesters<br />
FileRequest - BB2, ASL, ReqTools<br />
EZRequest, Request_()<br />
Screenrequest, FontRequest<br />
ARP?<br />
<br />
GUI - <span style="text-decoration: line-through;" class="mycode_s">Bordergadgets</span>, Superbmap<br />
<br />
GadToolsBox2 - GUI2BB2<br />
<br />
MUI?<br />
<br />
Sorting - BubbleSort, Quicksort ...; Highscore (bum10a examples)<br />
Timing<br />
<br />
Spiele:<br />
Insectoids2<br />
Defender<br />
Buzzbar<br />
<br />
Extras:<br />
Debugger Historie?<br />
<br />
DeveloperDocs einfügen?<br />
<br />
optimierungen<br />
prozeduren, exit<br />
if then nesting<br />
and or<br />
multi vs shift]]></content:encoded>
		</item>
	</channel>
</rss>