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Can't compile old code using new version of 4D workshop

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  • Can't compile old code using new version of 4D workshop

    Hello,

    Several years ago I developed software for uOLED display using 4D workshop.

    Now I need to modify it.

    I installed the last version of workshop and compilation always fails.


    Functions display_Vsync, gfx_Bitmap don't exist anymore?


    Below is an example of one module.


    Code:
    #platform "uOLED-32028-P1"
     
    /*************************************************
    * Author: Zotov A.V.
    * Description: Screen saver SOLITON
    ************************************************** /
     
    #DATA
    byte imgLogo // логотип
    // SCREEN.4FN
     
    0x16, 0x60,
    //0xB0,
    0x07, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x1F, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x80, 0x00, 0x38, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0xC0, 0x00, 0x70, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x00, 0xC0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x30, 0x00, 0xC0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x30, 0x00, 0xC0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 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0xC0, 0x00, 0x00, 0x00, 0x61, 0x80, 0x00, 0x00, 0x00, 0x03, 0x0C, 0x00, 0x00, 0x00, 0x00, 0x0F, 0xE0, 0x00, 0x00, 0x00, 0x30, 0x00, 0xC0, 0x00, 0x00, 0x00, 0x61, 0x80, 0x00, 0x00, 0x00, 0x03, 0x0C, 0x00, 0x00, 0x00, 0x00, 0x07, 0xC0, 0x00, 0x00, 0x00, 0x30, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x30, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0x00, 0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xE0, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0xC0, 0x00, 0x0F, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x80, 0x00, 0x01, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFE, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
     //4227
     
    #END
     
     
    //глобальные переменные
      var Xpt[4], Ypt[4];
      var comBuff[21]; //для работы с ком-портом
     
     
     
    func main()
     
    var n, m, Nshift, Mshift;
    var Count2;
    var Count, Num, x2;
    var R1,G1,B1,  R2,G2,B2;
     
    var Code;
     
    gfx_Set(SCREEN_MODE, LANDSCAPE_R);
     
     
     gfx_Set(PEN_SIZE, 0);  // непрозрачные прямоугольники
    gfx_Rectangle(0,0,320,240, 0x0000);    // зачерняем экран
     
    n:=1; m:=1; Nshift:=1; Mshift:=1;  Num:=0;
     
    Count:=0; R1:=R2; G1:=G2; B1:=B2;              // изначальная рандомизация цвета
      R2:=ABS(RAND() % 255); G2:=ABS(RAND() % 255); B2:=ABS(RAND() % 255);
     
      if(R2>255)
      R2:=255;
     
     
      if(R2<90)
      R2 := 90;
     
     
      if(G2>255)
      G2:=255;
     
     
      if(G2<90)
      G2:=90;
     
     
      if(B2>255)
      B2:=255;
     
     
      if(B2<90)
      B2:=90;
     
     
      while(Count2<4)             // изначальная рандомизация снежинок
         Xpt[Count2]:=ABS(RAND() % 320); Ypt[Count2]:=ABS(RAND() % 320); Count2++;
              wend
     
     
      com_SetBaud(COM0, 960);   // Инициализация КОМ-порта
      com_Init(comBuff, 20, 0);          // --
     
     
      repeat       // основной цикл
     
     
    //-------------------------
       if( com_Count != 0 )    //если зафиксировано нажатие клавиши
       Code:=serin();
     
           if(Code==219 || Code==214 || Code==218 || Code==226 || Code==242 || Code==235 || Code==230 || Code==236)
              goto Final;   //завершить функцию скринсейвера
           endif
       endif
    //--------------------------
     
     
     
       n:=n+Nshift; m:=m+Mshift;   //смещение
       Count++;
        if(Count>20)       // изменяя значение, изменяем плавность смены цветов
          Count:=0; R1:=R2; G1:=G2; B1:=B2;        // рандомизация цвета
              R2:=ABS(RAND() % 255); G2:=ABS(RAND() % 255); B2:=ABS(RAND() % 255);
      if(R2>255) R2:=255; if(R2<90) R2:=90;     // цветовой диапазон
      if(G2>255) G2:=255; if(G2<90) G2:=90;
      if(B2>255) B2:=255; if(B2<90) B2:=90;
          endif
     
        display_Vsync();
       gfx_Bitmap(imgLogo,   n-Nshift,   m-Mshift+1,   0x0000);
     
     display_Vsync();
    // плавность изменения цвета задается и тут: константа
       gfx_Bitmap(imgLogo,   n,   m+1,  gfx_RGBto565(  R1 - (R1-R2)/20 * Count, G1 - (G1-G2)/20 * Count, B1 - (B1-B2)/20 * Count) );
     
     
        Count2:=0;
               while(Count2<4)                             // затираем снежинки
             gfx_PutPixel(Xpt[Count2], Ypt[Count2], 0x0000); Count2++;
               wend
     
           if(Num>46)                              // рандомизация снежинок
             Num:=0;
       endif
     
        if(Num==5)
             Xpt[0]:=ABS(RAND() % 320); Ypt[0]:=ABS(RAND() % 230); Count2++;
           endif
    if(Num==16)
             Xpt[1]:=ABS(RAND() % 320); Ypt[1]:=ABS(RAND() % 230); Count2++;
           endif
    if(Num==32)
             Xpt[2]:=ABS(RAND() % 320); Ypt[2]:=ABS(RAND() % 230); Count2++;
           endif
           if(Num==44)
             Xpt[3]:=ABS(RAND() % 320); Ypt[3]:=ABS(RAND() % 230); Count2++;
           endif
           if(Num==46)
             Xpt[4]:=ABS(RAND() % 320); Ypt[4]:=ABS(RAND() % 230); Count2++;
           endif
        Num++;                     //-----------------------------------------------------------------
     
     
     if(x2++==1)         //замедлитель смещения)
            Count2:=0; while(Count2<4)                             // расчет смещения снежинки
         Xpt[Count2]:=Xpt[Count2] + (RAND() % 2);
                Count2++;
              wend
                x2:=0;
            endif    //-----------------------------
     
     Count2:=0;
        while(Count2<4)
         Ypt[Count2]++; Count2++;
         wend
     
           Count2:=0; while(Count2<4)                             // прорисовка снежинки в цвете
             gfx_PutPixel(Xpt[Count2], Ypt[Count2], gfx_RGBto565(R2,G2,B2)); Count2++;
               wend
     
     if(n>155) Nshift:= -1; if(n<1) Nshift:= 1;    // collision
     if(m>147) Mshift:= -1; if(m<1) Mshift:= 1;
     
         forever
     
     
      Final:
     
          com_Reset();
     
    endfunc

  • #2
    Gee, that does look old.

    Looks like a GFX version 1 program, especially since gfx_Bitmap() does not exist in GFX II (which has had the II dropped now as very few people even saw GFX 1)

    You could use Workshop 3 if you still have it, but there is no support for GFX 1 in Workshop 4, and if you replace the PmmC you will lose functionality as all new PmmCs are GFX II.

    What exactly are you trying to do? (enhance program, get it going on new display, what)
    Mark

    Comment


    • #3
      Hello,

      I purchased new 4D displays and I can't run old code.

      Is it possible to replace old functions?

      Comment


      • #4
        I'll have a look to see what can be done.

        What model is your new display?
        Mark

        Comment


        • #5
          I have uOLED-32028-P1 and µLCD-28PT displays.

          Comment


          • #6
            Hmmm, what to say, this program looks rather cute on a UOLED-32028-P1 in GFX-1 (over 5 years since the last GFX-1 update).

            GFX-II replaced gfx_BitMap with user fonts. Plus side, fonts are far more versatile in terms of functionality and usability. Minus side, they take longer to render.

            So the 'erase' time goes from 12ms to 59ms stuffing up the movement effect.

            Then there's the OLED vs LCD difference. The stars on the OLED are much more apparent.

            On the Plus side, if I dare say that, is the fact that the LCD does not need a screen saver, so maybe a redesign to better suit the LCD would be a good idea. (maybe just place the logo in the middle and use gfx_ChangeColour and have the starfield around it?)

            I have attached your program modified for GFX-II
            Attached Files
            Mark

            Comment


            • #7
              Hello,

              I tried your code, yes, it works.

              Several years ago I developed service menu using 4DGL.

              As far as I remember, limiting size of uOLED internal flash was 12 kB, so I stored some functions at uSD card.

              Now I see that some file extentions do not exist anymore, for example, .4FN.

              Is it possible to replace these out of date types of functions?
              Attached Files

              Comment


              • #8
                .4fn (and everything else in your zip) still exist in GFX II

                The .4fn functions will need recompiling for GFX II, if you call a GFX I .4fn function from GFX II 'anything' could happen.
                Mark

                Comment

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