View Full Version : Allegro.pas
Ñuño Martínez
09-09-2011, 06:53 PM
Hi.
I've just uploaded the latest version of Allegro.pas, the wrapper that allows you to use the Allegro game library in Free Pascal.
The current version is 4.4.3, and it fixes a few bugs we're found.
To get it just visit the project web site (http://allegro-pas.sf.net/) at SourceForge.
farcodev
17-09-2011, 12:35 AM
thanks for the share !
Ñuño Martínez
18-12-2011, 07:15 PM
Hello fellow.
Finally I decided to push up Allegro.pas and I've started version 5. At the moment, and after few days of work, I have an example up and working which is a big milestone because version 4.9 I had a lot of problems.
If you want to take a look you can download it from the SVN:
svn co https://allegro-pas.svn.sourceforge.net/svnroot/allegro-pas/BRANCHES/5.0/ allegro-pas.5
Or you can download the tarball provided by SourceForge (http://allegro-pas.svn.sourceforge.net/viewvc/allegro-pas/BRANCHES/5.0/?view=tar).
I did test it with FreePascal 4.2.4 on Xubuntu 10.04 only. It should work also on Windows (if somebody has Delphi, please test it, thx), MacOS and iOS.
Very cool!
Does this also mean that we will get to see some more demos and code examples from Allegro.pas? I think an increase amount of demos would help show off more of what can be done with Allegro.pas especially if you want to see it used on iOS and the Mac.
Ñuño Martínez
19-12-2011, 09:53 AM
Very cool!
Does this also mean that we will get to see some more demos and code examples from Allegro.pas? I think an increase amount of demos would help show off more of what can be done with Allegro.pas especially if you want to see it used on iOS and the Mac.
I hope yes.
I've received an e-mail from a group of students that are using Allegro.pas for their Computer Science project ("a simple Tetris clone (probably with a few gimmicks)", as they said) so I'm veeeeeeeeeeeeeeeeeeeeeeeeery happppppppppppppppyyyyyy! :D
BTW, I've find a problem with the timer module of Allegro and I suspect that it will be problematic. GDB says the problem is deep in the Allegro's thread management or something... I must study it and ask in the Allegro's mailing list.
Cybermonkey
19-12-2011, 04:01 PM
Any progress with the 64bit issues in the 4.x branch?
Ñuño Martínez
19-12-2011, 11:48 PM
Any progress with the 64bit issues in the 4.x branch?
Nope. Unfortunately I haven't access to a 64bit machine, and nobody else asked about, so I couldn't test it. Sorry. :(
BTW, I've fixed the problem with the timer in Allegro5. I commit a mistake with a parameter type (SINGLE vs. DOUBLE).
sacros
29-12-2011, 03:01 AM
cool i was planning on using allegro for a nDS game, will that work?
Sorry for the late approval, sacros. Found it during a hidden spam removal!
Ñuño Martínez
26-01-2012, 01:17 PM
cool i was planning on using allegro for a nDS game, will that work?
I don't know. I know there are un-official support for nDS, but don't know how it works. If it supports dynamic libraries it should work with some hacking.
BTW, I'm planning to release an alpha version soon. No demo game at the moment.
Ñuño Martínez
23-02-2012, 12:26 PM
Just to say that Allegro.pas 5 that supports OpenGL, Delphi, iOS, etc. is on the way.
On Linux it is almost complete.
On Windows there are some issues with bitmap drawing (http://www.allegro.cc/forums/thread/609612) but if you'll use OpenGL only then there's no problem. The only issue is that you can't create the textures on the fly but you can load them from disk anyway.
There's no documentation but you can use the original you can find at allegro.cc (http://www.allegro.cc/).
If somebody wants to help (or just test it) please tell me. :)
Ñuño Martínez
11-12-2012, 06:43 PM
Ho, ho, ho!
I'm proud to announce that Allegro.pas 4.4.4 has been released today. 8) This new version has a lot of improvements:
Added full support for 64bit systems.
New API for data types, parameters and return values, less confusing that previous one.
Demonstration game improved, so now it's really re-usable, easer to adapt it to your own projects.
Two new add-ons including one to load OGG/Vorbis sound files.
A lot of bugfixing and document improvements.
A bunch of new examples and improvement of some of the old ones, so now it should be easer to understand how to do what you want to do.
Please Download (http://allegro-pas.sourceforge.net/download)and test it and tell me your opinion, specially if you have a Win64 because I haven't one so I didn't test it. ::)
Cybermonkey
12-12-2012, 08:43 AM
Yeah! I will test it this evening.
BTW, did you ever try to compile any of the examples on the Haiku-OS? FPC 2.6.0 and AllegroLibs are vailable on it.
(Yes, you here me thinking to change my egslengine from SDL to Allegro because it has some nice features SDL doesn't have).
Ñuño Martínez
12-12-2012, 02:20 PM
BTW, did you ever try to compile any of the examples on the Haiku-OS? FPC 2.6.0 and AllegroLibs are vailable on it. No, I didn't.
Actually I find HaikuOS very interesting, but I didn't used it (I did test BeOS a lot of time ago in a friends home). May be I should test it again.
If you want to test it, you should pay attention to the "albase.pas" unit. That unit is where the OS is detected and defines a constant for the library name. Currently only detects Windows and Linux, and discards any else. But "in theory" it should work (also in MacOS). Also take a look to the "allegro.cfg" that sets default compiler configuration.
(Yes, you here me thinking to change my egslengine from SDL to Allegro because it has some nice features SDL doesn't have). Yyyyeeeeesssss... :D
BTW, note that this version still not allows OpenGL yet. :( The SVN has a BRANCH/5 that does but it's very unstable.
Cybermonkey
12-12-2012, 03:27 PM
Sorry, for the typo, it must be "hear" not "here" ... typical German fault.
Just another question: is it possible to load png or jpeg images with Allegro?
Ñuño Martínez
15-12-2012, 07:40 PM
Just another question: is it possible to load png or jpeg images with Allegro? I planned to add an add-on to load that, but I didn't find way to do it. :(
Cybermonkey
08-01-2013, 04:48 PM
Well, I got a really problematic issue here. Running any example in fullscreen on my Radeon causes the screen flickering after that. I am using a 64 bit Mageia 2 and even a restart of the X-Server does not help; only a complete reboot helps. So at the moment I will stay with SDL.
Ñuño Martínez
09-01-2013, 12:54 PM
Do you have the same problem with the "original" Allegro examples? If you do then I may ask at Allegro.cc (http://allegro.cc/). If not, then it's my fault.
And, is it Allegro.pas 4.4.4? Allegro.pas 5 (SVN) isn't yet stable.
Cybermonkey
09-01-2013, 02:14 PM
I haven't tried the C Allegro, yet. And yes it's the stable 4.4.4.
Ñuño Martínez
24-04-2013, 07:21 PM
I didn't work on the project for a time, but I decided to release Allegro.pas 5.0 Alpha 1. After installing my new computer, I was able to compile and run my entry for the 2nd PGD Challenge (http://www.pascalgamedevelopment.com/showthread.php?13208-Momen-3d) with few changes (may be I should release it too, as only one person was able to compile and test it, and he wasn't a judge :() and it demonstrates it is much more stable than the previous SVN versions, and also the 32/64bit support does work on Linux (almost: on Xubuntu it does work on 32bit only and I don't know why, but Fedora 64bit does).
It doesn't has full documentation, and I'm sure not all examples will work in all computers/systems, but it shoud on Windows XP 32 bit, Xubuntu 32 bit and Fedora 64 bit. I have Windows 7 64 bit too but I'm too lazy to test it now (didn't installed Free Pascal, Lazarus nor Delphi yet :-[).
If you want to help, you can download, test it (Delphi, MacOS, iOS if possible, both 32bit and 64bit, but any other compiler and system will help) and tell me what happens.
Download link: https://sourceforge.net/projects/allegro-pas/files/5.0.alpha/
Darkhog
28-05-2013, 07:41 PM
Cool! Will you also add support for PNG? I know you'd need to rebuild Allegro's DLL with PNG support and link it with libpng and zlib, but IMO it would be worth it as 32bit PNG images are significantly smaller than 32Bit TGA images.
Ñuño Martínez
29-05-2013, 11:23 AM
Allegro.pas 5 alpha 1 can load PNG files out-of-the-box. Just add unit al5image to the USES clause and call "al5image.al_init_image_addon;" procedure after initialising Allegro. Of course, as you said, your Allegro intallation must include PNG support.
I should complete the documentation, then Allegro.pas 5 should became the TRUNK and Allegro.pas 4 will became "legacy".
Darkhog
29-05-2013, 11:52 AM
Can you make for v5 allegro compiled with PNG and without, for convenience? Or with PNG if it isn't feasible to include both.
Darkhog
29-05-2013, 09:28 PM
Sorry for double post, but this is important bug report: When using al_masked_stretch_blit my game segfaults at stretch_masked_line32 (inside Allegro itself, I think, so I can't do anything about it), same with al_stretch_blit (inside stretch_line32).
I have draw routine that gets executed every step of my program loop (update of controls and sprite positions, etc. is done via timer). Here it is:
procedure draw();
begin
//clearing buffer
al_clear_to_color(buffer,al_makeacol_depth(al_desk top_color_depth,0,0,0,0));
//drawing text
al_textout_centre_ex(buffer,al_font,'Witaj w Allegro!',400,25,al_makeacol_depth(al_desktop_colo r_depth,255,0,0,255),al_makeacol_depth(al_desktop_ color_depth,0,0,0,255));
al_textout_centre_ex(buffer,al_font,'Nacisnij Q aby wyjsc',400,45,al_makeacol_depth(al_desktop_color_d epth,255,0,0,255),al_makeacol_depth(al_desktop_col or_depth,0,0,0,255));
//drawing cats
Kotek1.Draw(buffer);
Kotek2.Draw(buffer);
//drawing perlin noise
al_masked_stretch_blit(perlin,buffer,0,0,300,200,1 00,100,200,200); //<=== here it is, but why does it happen?
//showing collision indicator
if Kotek1.IsColliding(Kotek2) then al_rectfill(buffer,0,0,64,32,al_makecol(0,255,0));
//if pause, put indicator of it
if pause then al_textout_centre_ex(buffer,al_font,'Pauza',400,58 0,al_makeacol_depth(al_desktop_color_depth,255,0,0 ,255),al_makeacol_depth(al_desktop_color_depth,0,0 ,0,255));
al_blit(buffer,al_screen,0,0,0,0,800,600);
end;
Ñuño Martínez
31-05-2013, 02:38 PM
You should open a new thread for that (may be at Programming/General (http://www.pascalgamedevelopment.com/forumdisplay.php?14-General)).
By the way, I can't see why it doesn't work. I used al_stretch_blit a lot and it work without problem. I need more information, for example what kind of bitmaps are you using (I mean how do you created them). I may need the whole context where "draw" is working.
Darkhog
31-05-2013, 03:56 PM
Will zip up sources and send to you via PM. Also since it is Allegro-related problem I've thought this is best place to post it.
Darkhog
12-06-2013, 06:37 PM
I realize that it's not part of standard allegro, but could you consider for next version adding some functions to make color from HSV (Hue, Saturation, Value, known sometimes also as HSL) values? Also values for getting hue, saturation and value from color integer. The reason I'm asking is because with HSV model it is easy to do things like lighting (for 2d games), cool gradients or some of advanced AI (I've seen AI designs based on following objects with certain Hue).
imcold
25-06-2013, 05:14 PM
Don't force smartlinking in allegro.cfg if you don't have a very specific reason to do it; it causes compilation errors with external assemblers.
Ñuño Martínez
27-06-2013, 09:38 AM
I realize that it's not part of standard allegro, but could you consider for next version adding some functions to make color from HSV (Hue, Saturation, Value, known sometimes also as HSL) values? Also values for getting hue, saturation and value from color integer. The reason I'm asking is because with HSV model it is easy to do things like lighting (for 2d games), cool gradients or some of advanced AI (I've seen AI designs based on following objects with certain Hue).
al_hsv_to_rgb (http://allegro-pas.sourceforge.net/docs/allegro.html#al_hsv_to_rgb)
al_rgb_to_hsv (http://allegro-pas.sourceforge.net/docs/allegro.html#al_rgb_to_hsv)
::)
Unless you're talking about Allegro.pas 5.0 beta. If you are, then may be I can translate those functions from C to Pascal.
Darkhog
28-06-2013, 06:42 PM
How can I check if allegro sample is stopped? I need that because some of music I'm going to use has "intro" part, then actual looping one.
//edit: It turns out... I can't :(. There is Allegro's library function (https://www.allegro.cc/manual/4/api/digital-sample-routines/voice-control/voice_get_position) which would help with that... but isn't implemented for one reason or another. Damn.
Darkhog
30-06-2013, 11:48 PM
Sorry for d-posting, but could you write some unit that could make Allegro to load fonts made with AngelCode's BMFont (http://angelcode.com/products/bmfont/)? Under that link there's full documentation, but my understanding of Allegro is too limited to actually implement this.
pitfiend
02-07-2013, 05:49 AM
AngelCode's BMFont http://angelcode.com/products/bmfont/
Link fix for the lazy ;-)
Darkhog
02-07-2013, 07:59 AM
Thanks, didn't notice when posted it that link's broken. Fixed now.
Ñuño Martínez
03-07-2013, 11:37 AM
//edit: It turns out... I can't :(. There is Allegro's library function (https://www.allegro.cc/manual/4/api/digital-sample-routines/voice-control/voice_get_position) which would help with that... but isn't implemented for one reason or another. Damn.
I didn't know that function exists; that's why it isn't implemented. May be I implement it this week (if I have time enough).
Sorry for d-posting, but could you write some unit that could make Allegro to load fonts made with AngelCode's BMFont (http://angelcode.com/products/bmfont/)? Under that link there's full documentation, but my understanding of Allegro is too limited to actually implement this. AFAIK font loading isn't trivial. Anyway I'll take a look. may be I can do something.
Darkhog
04-07-2013, 03:31 PM
Well, I know isn't trivial ;) That's why I didn't do it myself ;).
Anyway, maybe you should look into official allegro docs to see what functions are there? So we can avoid such things in future.
laggyluk
04-07-2013, 04:23 PM
Well, I know isn't trivial ;) That's why I didn't do it myself ;).
Anyway, maybe you should look into official allegro docs to see what functions are there? So we can avoid such things in future.
he made that allegro port you are using with your game, have some respect ::)
Darkhog
04-07-2013, 10:24 PM
I have. That was just friendly tip (notice amount of Smilleys ;) in my post). Anyway my sense of humor is weird at times, so you may need to adjust.
Ñuño Martínez
16-07-2013, 09:53 AM
Sorry for the hiatus, but this month I was busy because I've looking for a job. Fortunately I've found one (:D) so I can work on Allegro.pas and KOFFE (http://koffe.sf.net/) now.
It will we a bit more complex that I thought because I didn't added any "voice stuff", just digital samples. Anyway it should be finished this week.
Anyway, maybe you should look into official allegro docs to see what functions are there? So we can avoid such things in future. If you read Allegro.pas README file:
I wrote it to use it by myself, so I didn't included all functionality of
Allegro. Anyway, I'll fix it and complete it as I'm using it (or as other
users do). Any collaboration will be welcomed.
Anyway, I changed the way I update version 5; in this version I load a C header and port and document everything.
Ñuño Martínez
20-07-2013, 03:42 PM
Ok dude, I've done it. Download the new "allegro.pas" unit here (https://sourceforge.net/p/allegro-pas/code/230/tree/TRUNK/lib/allegro.pas?format=raw) and tell me if it works.
Ñuño Martínez
31-03-2015, 06:34 PM
Hi all,
A long time since last message, I know. My job makes me bussy. Fortunately, it's related with games, and lately I was able to work, again, on Allegro.pas.
I decided to make a new release of the 4.4 branch. If you follow the SVN repository (http://sourceforge.net/p/allegro-pas/code/HEAD/tree/TRUNK/), you'll see there's a lot of movement in the last weeks. Don't know when it will be finished but next version will improve a lot the Allegro.pas project.
Also, I'm wondering if I'll create another demo game (two different demos), this time a simple 3D game. I know Allegro 4 doesn't have the best 3D stuff (http://a.fsdn.com/con/app/proj/allegro-pas/screenshots/screen_1.png) but I works quite good. May be a race game, or a simple DooM-like FPS with zombies.
Ñuño Martínez
18-04-2016, 09:54 AM
Project is still alive.
I'm pushing Allegro.pas as I want to release a new package before the TINS 2016. I've moved to Allegro 5.2, and that mean to revise all my code. I've broken it because I don't like the "primitives" add-on API but I'm not sure what to do with it: Use enums or integer constants? In Pascal this is a major decision! Actually, the "primitives" add-on never worked in Pascal, and I'm not sure if it's my fault or Allegro's fault.
At the moment, I've revised and fixed about 25% of the library. A problem I have is that I didn't test it with Delphi, and I can't install it right now.
Ñuño Martínez
10-05-2016, 06:59 PM
Yep, about 3 years after 5.0.alpha, a new release of branch 5 (now TRUNK) was released today. It has a lot of improvements, and should be slightly more stable than previous alpha. But it is still an alpha. :-[ Anyway, if you want to test it, download from here (https://sourceforge.net/projects/allegro-pas/files/5.2.alpha/).
I'll use it in the comming TINS 201 (http://tins.amarillion.org/)6, and I plan to use my entry as demonstration game for the library.
Rodrigo Robles
14-05-2016, 03:30 PM
Great work man! Good luck at TINS!
Ñuño Martínez
18-05-2016, 04:59 PM
Thanks.
I did a small point'n'click game (very small, one screen only). I should put order in some things and I'll talk about it here. :)
Ñuño Martínez
27-06-2016, 11:28 AM
There are a lot of work to be done yet, but I did several big improvements so I've uploaded a new release.
In short: There are several bugfixing, including (but not limited to) the primitives add-on that didn't work in previous versions. There are new functionality too, as 3D transformations and custom memory management. Also I added new examples and updated some other that shows how to use basic and advanced stuff to supply the lack of documentation.
You can download it from here (https://sourceforge.net/projects/allegro-pas/files/5.2.alpha/).
Any comment and suggestion will be welcome.
Ñuño Martínez
20-07-2016, 11:56 AM
I've uploaded an small update to the 4.4 branch. It should fix unit alWin (I never use it so I'm not sure if it actually works ::)) and updates some documentation. Not more to tell at the moment.
For the downloads: https://sourceforge.net/projects/allegro-pas/files/4.4.5-1/
For the online documentation: http://allegro-pas.sourceforge.net/docs/4.4.5/
farcodev
04-08-2016, 01:56 AM
Thanks for your sustained work! :)
Ñuño Martínez
06-07-2017, 09:09 AM
Oh my oh my! More than one year since the last release (5.2.alpha2).
But that's not the worst part, no it isn't. The worst part is that I did a ton of improvements. Mostly documentation but also:
Low-level file access, quite useful to add new loaders and file formats to the library and essential to create fully integrated add-ons.
Shaders for both OpenGL and DirectX.
Configuration files. It does the same than TIniFile but Allegro uses its own ini file support internally so it may be the best way to integrate add-ons and to define default configuration to different subsystems.
A collection of new examples (including the one that shows how to fake 8bpp graphics mode!) and some bugfixes, as well as better Microsoft Windows integration.
If you're wondering why I didn't release 5.2.alpha3 yet the answer is simple: I forgot it. Last year I had a lot of personal and laboral issues that affected my memory. Really. I'll release it this evening or tomorrow. I'll not do it now because I'm busy (I really am ::) ) and because I've found a flaw in the SVN tree I must fix too (There isn't 5.2.alpha in the RELEASE directory!).
[edit]
Ok: I just uploaded the new 5.2.a3 release. Please enjoy (https://sourceforge.net/projects/allegro-pas/files/5.2.a3/).
Thanks for your sustained work! :)
You're welcome.
turrican
11-07-2017, 10:12 AM
Nice! This is the best time to puts hands over allegro :)
Ñuño Martínez
14-01-2018, 01:12 PM
Some weeks ago I decided I should make Allegro.pas fully compatible with Delphi, so I was working on it. I had to download Delphi Tokio Starter Edition because Delphi 6 (the one I have) has some issues with compilation directives (i.e. {$IFEND} vs. {$ENDIF}). Right now I've worked only in one of the simplest examples, ex_bitmap that just loads and renders a bitmap in a window, and seems to work. Unfortunately I haven't more Delphi versions (except Delphi 6 that isn't compatible) so I don't know if it works in other ones.
Also I was thinking about a suggestion made by Akira13 in the MinGRo's thread (http://www.pascalgamedevelopment.com/showthread.php?32542-MinGRo-game-engine&p=148592&viewfull=1#post148592) so I've added a directory named "Lazarus" (https://sourceforge.net/p/allegro-pas/code/HEAD/tree/TRUNK/examples/Lazarus/) and created a project file for each example. It seems to work, so I'll try the same for Delphi too.
Once I accomplished Delphi compatibility and I integrate Handoko's game demo (https://sf.net/p/allegro-pas/code/HEAD/tree/TRUNK/demos/FuriousPaladin/) with the library (and may be port my demo from the 4 branch too) then I'll make a beta release.
Ñuño Martínez
26-02-2018, 05:42 PM
This is going too slow, but now all examples compile using Delphi, but some of them doesn't work.
Ñuño Martínez
23-04-2018, 05:01 PM
I didn't manage to make all examples run with Delphi but anyway, I've released it. Maybe somebody with more Delphi knowledge can help.
You can read the announcement here (https://www.sourceforge.net/p/allegro-pas/news/2018/04/allegropas-52b0-released/).
From now, I'll try to fix the Delphi stuff that doesn't work, add stuff that is still unsupported from Allegro and complete the documentation adding more examples too.
SilverWarior
24-04-2018, 05:24 PM
Hi!
I tried to compile examples in Delphi bit every time when application tries to start I get "The program can't start because libwinpthread-1.dll is missing from your computer"
What is this library part of? Or where can I get it safely?
Ñuño Martínez
25-04-2018, 05:18 PM
It is part of the MinGW-w64 project. Read this thread (https://github.com/wkhtmltopdf/wkhtmltopdf/issues/1723) for more information and tell me if it fixes the problem.
I hadn't that problem because I compiled Allegro by myself. May be I should add the DLL by myself as I did with branch 4.
SilverWarior
26-04-2018, 03:22 PM
May be I should add the DLL by myself as I did with branch 4.
That would not be a bad idea. I bet many people might be dissuaded from using of your library if they need to go and search for the required dependencies all around the web.
I went and downloaded the latest version of MinGW project but it seems that it might only include 64 bit version of the "libwinpthread-1.dll" which of course doesn't work with 32 bit applications. And Delphi being Delphi it doesn't give me an option to add 64 bit windows platform to the project.
Ñuño Martínez
27-04-2018, 08:54 AM
That would not be a bad idea. I bet many people might be dissuaded from using of your library if they need to go and search for the required dependencies all around the web.
Ok. Before that I should add the option to use monolith version of the Allegro DLL files, as well as to link "libwinpthread-1" statically (if possible).
I went and downloaded the latest version of MinGW project but it seems that it might only include 64 bit version of the "libwinpthread-1.dll" which of course doesn't work with 32 bit applications. And Delphi being Delphi it doesn't give me an option to add 64 bit windows platform to the project.
Can't you change the project target to 64bit? Lazarus allows to do it in the project configuration dialog.
Projects are 32bit because it is the only target allowed by Starter Edition version.
Ñuño Martínez
13-05-2019, 09:27 AM
Few days ago I finished to revise the allegro5.pas (https://sourceforge.net/p/allegro-pas/code/HEAD/tree/TRUNK/lib/allegro5.pas) unit. It was a loooooong work, checking everything and updating the documentation. As a result, documentation is complete for that unit, and I've fixed some mistakes, changed a few stuff (data types, parameters...) and added a few new procedures and functions.
I've also spend some time trying to update the website, but was not able to change the background color (sigh!). I think I'll create a new one, but not yet. A month ago I created a new project to help build websites for SourceForge projects named sfwebsite (https://sfwebsite.sourceforge.io/). It's still in a very early stage but once finished it will help a lot.
So, I'll not upload a new version soon, as there's work to do:
Finish to port JAVAroids as new demonstration game, and also make some more changes to Furious Paladin.
Revise all add-ons, documentation and updates, and add the new al5video unit.
Revise all examples, adding some new ones. (I'm also planning to write a GUI to replace nihgui).
Test everithing with Delphi (not sure, but I think I should install the latest Community Edition one, shouldn't I?).
But I'm in the way...
Ñuño Martínez
12-11-2019, 08:13 PM
Yep, still alive, and I've done a lot: I've finished with the add-ons and the documentation (at the moment). Next I have to add more examples and finish the demo games, as well as to test all this with Delphi (that's why I've said "at the moment" because I'm sure that something will need fixes ::))
I've also synchronized the GIT mirror (https://github.com/niuniomartinez/allegro-pas) so you can use it if you don't like SourceForge (https://sourceforge.net/p/allegro-pas/code/HEAD/tree/TRUNK/). If you test it please tell me how does it work.
So may be I can release it before next year! :) And even better: new updates should be more easy as (finally!) Allegro.pas implements all add-ons, so just comparing versions will tell what should be updated.
Ñuño Martínez
26-02-2020, 11:54 AM
I think it is done.
After dealing with strings (https://www.pascalgamedevelopment.com/showthread.php?32727-UNICODESTRING-vs-ANSISTRING) Delphi 10.3 is able to compile all the examples and the Furious Paladin demonstration game. There are still things to do but I think it is time to make a new release (will be 5.2.β.1).
Maybe this weekend. I have to collect some DLL files and revise a few documentation. Then, I'll change the webpage. It is quite ugly and hard to read.
Ñuño Martínez
23-03-2020, 07:43 PM
I've finished with the new web site, including the Allegro.pas Vivace Tutorial, so I've finished with this Allegro.pas cycle (FINALLY!!! :triumphant:). It took me barely two years. xx(
I had a problem with DokuWiki: it doesn't work with the current SourceForge server configuration. I don't think using other's wiki (i.e. FPC Wiki or Allegro Wiki) is appropriate so I'm thinking other ways of solving it. I was tempted to use SF Wiki but I don't like it a lot. For the first time I'm seriously thinking about moving the project to GitHub but I'm still reluctant (I really don't like non-centralized repositories). Since SourceForge includes database support maybe I install MediaWiki or something. I've also played with the idea of writing my very own wiki software but I'm yelling myself that is not a good idea (but it would be sooo great... ::)).
Anyway, please visit the website (http://allegro-pas.sourceforge.net/) and tell me what do you think, specially if you find any flaw, problem or mistake.
Ñuño Martínez
06-06-2020, 03:50 PM
This is embarrassing:
A few days after 5.2.β.1 release I found a silly bug. I fixed it and made a new release (5.2.β.1-1) but I forgot to update the GitHub mirror (https://github.com/niuniomartinez/allegro-pas). I've commited the tatest changes today.
I'm not working with Allegro.pas because I'm focused in my game engine MinGRo (https://www.pascalgamedevelopment.com/showthread.php?32542-MinGRo-game-engine). I need to finish a new version soon because I have a game commission that I should finish soon.
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