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Enhancing Curb Appeal and...
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Promoting a Cleaner Envir...
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Avoiding Wear to Commerci...
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Impact regarding Game of ...
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Partner Pleasure Toys and...
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Top Chess Tactics for Mod...
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Test, just a XRumer 23 St...
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86Box - Setting up mTCP a...
Forum: The Retro Dev Videos
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06-07-2022, 10:36 AM
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Connecting to a BBS using...
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QBasic/QuickBasic - Tutorial #1 - Print Command |
Posted by: TheRetroDev - 05-18-2022, 12:02 PM - Forum: QBasic/QuickBasic/QB64
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Learn how to use the PRINT command inside of QBasic/Quickbasic! We will also be looking at REM, ' comments in QBasic/Quickbasic. Finally we will look at using CLS and END to clear the screen and tell the program to end. We will learn how positive/negative numbers work inside of QBasic/Quickbasic with the print command.
YouTube
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Porting OpenWatcom Conio to BorlandC Conio Tutorial |
Posted by: TheRetroDev - 05-09-2022, 05:56 PM - Forum: C
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This tutorial is relatively simple! We will port from the FreeDOS C programming book on the Conio library. We will port from OpenWatcom Conio to BorlandC Conio.
The compiler we will use in this tutorial will be the BorlandC++ 2.0. It is the last version that supports compiling 8086.
The machine we will be building on is a Tandy 1000 SL/2.
YouTube
FreeDOS C Programming book
Code for Cards.C
Code: #include <conio.h>
/* Set our screens background color */
void clear_tableau(void)
{
window(1,1,80,25);
textbackground(2);
clrscr();
}
/* Clear our message */
void clear_message(void)
{
window(1,25,80,25);
textbackground(3);
clrscr();
}
/* Print a message */
void print_message(char *message)
{
clear_message();
textcolor(15);
cputs(message);
}
/* Draw message box */
void print_message_box(char *message)
{
/* Shadow */
window(21,7,61,11);
textbackground(0);
clrscr();
/* Message Box */
window(20,6,60,10);
textbackground(4);
clrscr();
/* Message! */
textcolor(14);
gotoxy(2,2);
cputs(message);
}
/* Draw our card */
void draw_card(void)
{
window(10,5,16,9);
textbackground(7);
clrscr();
textcolor(0);
gotoxy(1,1);
cputs("4");
textcolor(4);
cputs("\003");
gotoxy(4,3);
cputs("\003");
}
int main()
{
textmode(C80);
_setcursortype(_NOCURSOR);
clear_tableau();
draw_card();
print_message("Press any key to show a message!");
getch();
print_message_box("Press any key to exit!");
clear_message();
getch();
textmode(LASTMODE);
return 0;
}
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Quake Modding - FTEQW and DOS - Trenchbroom - #0 Setup |
Posted by: TheRetroDev - 04-29-2022, 12:51 PM - Forum: Quake
- No Replies
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This is the discussion for the Quake Modding - FTEQW and DOS - TrenchBroom - #0 Setup video. If you run into any issues please comment below and we'll see about fixing that issue.
So in order for this tutorial to work you will need a copy of Quake. Disc or Steam version will suffice.
Buy Quake on Steam
You will also need our FTEQW engine, mapping tools and wad files.
FTEQW - Advanced modern Quake Engine supporting a huge variety of platforms and graphics options/API's
TrenchBroom - Map editor
EricWA - BSP, VIS and Lighting tools
EricWA Docs - Documentation for the EricWA tools
WADS - Quake texture data
TrenchBroom map compile options - In order they need to be
Name -> Basic Compile
Working Directory -> ${MAP_DIR_PATH}
Export Map(default is fine)
Run Tool (QBSP)
Select qbsp or vis.exe(Windows) for the tool
Parameters -> ${MAP_BASE_NAME}-compile.map ${MAP_BASE_NAME}.bsp
Run Tool (VIS)
Select vis or vis.exe(Windows) for the tool
Parameters -> ${MAP_BASE_NAME}.bsp
Run Tool (LIGHT)
Select light or light.exe(Windows) for the tool
Parameters -> ${MAP_BASE_NAME}.bsp
Copy Files(BSP)
Source -> ${WORK_DIR_PATH}/${MAP_BASE_NAME}.bsp
Target -> ${GAME_DIR_PATH}/id1/maps/${MAP_BASE_NAME}.bsp
Copy Files(LIT) <- Colored Lightmaps
Source -> ${WORK_DIR_PATH}/${MAP_BASE_NAME}.lit
Target -> ${GAME_DIR_PATH}/id1/maps/${MAP_BASE_NAME}.lit
Copy Files(LUX) <- Directional light directional data. Use -lux in the light parameters
Source -> ${WORK_DIR_PATH}/${MAP_BASE_NAME}.lux
Target -> ${GAME_DIR_PATH}/id1/maps/${MAP_BASE_NAME}.lux
For the DOS setup just duplicate Basic-Compile and change the Copyfiles to the exact path of your DOS directory.
That's everything! If anyone runs into any issues or anything like that please do message below and we'll see if we can't things fixed for you.
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