Quote: "IMAGES
It is not possible to rotate, flip images ???? I see it can be done with Sprites, but sprites are not a good idea for raising a tilemap
"
Dark BASIC Professional has no built-in Commands for Transforming Images., however you can edit them via Memory Blocks (Memblocks).
I'm off work tomorrow, so I'll write some functions to provide Common Transformation on Images for you... as it's not that difficult, just a little time consuming.
Quote: ".EXE
Is it possible to hide IMAGES and SOUNDS into the EXE in order to have only one file ?"
Of course., it's one of the Project Settings.
If you look on the Left-Hand of the Editor, at the bottom are Tabs; one of them is called Properties.
This let's you change the Project Properties., simply change the application type from Exe to Media and anything you add to the Media Tab will be Compiled into the .Exe F
Quote: "ANTIALLIASING
When a choose a virtual resolution, like 320x200, the image is anti alliased, it is horrible. Is it possible to have pixel perfect ? (i have tried some basics where it is pixel perfect for any virtual definition (Naalaa, RC Basic) and it was a great feature)"
Dark BASIC Professional doesn't produce Virtual Resolutions., everything it outputs is Native.
It also doesn't support Anti-Aliasing... the effect you're descripting isn't so much Anti-Aliasing but rather is a simple Bilinear Filtering (Blur) on the Upscaled Image.
Keep in mind that DirectX 10 and later no longer support Resolutions below 640x480 Natively., instead it will Render (Off-Screen) to a Texture that is put on a Plane with Texture Filtering producing the unpleasant result you're experiencing.
Now you can either:
(1) Use a Higher Resolution
(2) Use a Higher Resolution for the Application., but Render (use a Bitmap) at the Lower Resolution; then manually Render it to a Plane that upscales it with Filtering Disabled.
Of course keep in mind that with the latter solution you will have a disparity between the Aspect Ration, so the image will appear to be stretched... to offset this., what I'd recommend is creating a Memblock Image with the Output Resolution (say 640x480) then pad ("Letterbox") with Black Pixels copying the Native (320x200) using a 2x2 Pixel Stepping approach.
Again, I can write an example up to showcase what I mean tomorrow.
Quote: "RUMOR
On Wiki i see that DARK BASIC is very slow ? Is that true ? I have tried to move lot of images for testing and it was very fast (ok on an i7)"
Dark BASIC v1 (aka Classic) was an interpreted language., and could be slow... although ironically not AS slow as AppGameKit is.
Dark BASIC v3 (aka Professional) is a compiled language and while it's not as fast as various other Compiled Languages (C, C++, PureBASIC, BlitzMax)... it's pretty decent in terms of performance.
But it does lack Multi-Threading, SSE3, FMA, etc. support... so it's not quite AS fast as it could be.
Quote: "LIMITS
No limits for the nb of images ? of code ? of RAM ?"
You're limited to a 32bit Unsigned Integer of Asset IDs for each Asset; with the exception of Bitmaps (only 8 Rendering Targets at one time, this is a limitation of DirectX 9.0c) and 32 Memblocks at once, which HAVE to be created in order.
Beyond that Update 7.0 added support for 64bit Windows / CPUs thus increased the System Memory supported from 4GB to 1.86TB and VRAM you've never had a limitation beyond what the GPU has available.
In essence most limitations are either imposed by DirectX or Hardware.