Quote: "has to be replaced by something like this:
SELECT GiCharAct(iChar)
CASE 1`DBA_WALK
ENDCASE
CASE 2`DBA_RUN
ENDCASE
ENDSELECT"
No - as long as DBA_WALK is a constant, you're okay. This works :
#constant A 1
select y
case A : print "U"
endcase
endselect
wait key
but not
A=1
select y
case A : print "U"
endcase
endselect
wait key
Quote: "also a construct such as:
IF iX=0 THEN iZ=0:RETURN ELSE iZ=1
"
Yes, because that is badly formed basic
Quote: "2) SPLASH SCREEN
While waiting for the program to load in all the images and sounds to be used in the game, it displays a splash screen
LOAD BITMAP "Splash.bmp",31
COPY BITMAP 31,0
SET CURRENT BITMAP 0
for some reason the above code fragment no longer works. However, this does (don't ask me why - although I have a sneaking suspicion):"
Works fine here.
Quote: "needs to be converted to something like this:
GiMouseMoveX=MOUSEMOVEX()
GiMouseClick=MOUSECLICK()
IF GiMouseMoveX<0 THEN GiMoveL=1
IF GiMouseMoveX>0 THEN GiMoveR=1
IF GiMouseClick=2 THEN GiMoveF=1
IF GiMouseClick=1 THEN GiFire=1"
Dont see why...
Quote: "7) FRAMERATE"
Its possible that INK does a lot more that it like it should, although I think its more likely the TEXT command thats causing the slowdown.
Can someone test this :
sync on
sync rate 0
set text opaque
do
INK RGB(10,100,0),RGB(0,0,0)
`TEXT 7,1,"Life:"
INK RGB(0,169,0),RGB(0,0,0)
`TEXT 85,1,STR$(GiMyLife)
text 0,40,str$(screen fps())
sync
loop
It crashes the compiler (but still runs). Keep the comments, they seem to cause the problem.

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