Now then, I want to show you an original 8-bit game programming library entitled AFlib2, which stands for Aura Flow Library 2. It is designed for the BASIC-programming platform called FreeBASIC. ^_-
Recently, the Scale2X/4X features have been implemented already, and I am planning to add Scale8X to the final product of this lib, as the first version of AFlib2 is currently in development. In the meantime, though, I now have a demo pertaining to what I am talking about here, and it is found within the official pages of the project which starts at:
One question now: if programmers using the game lib of AFlib2 were to implement any of the Scale2X/4X/8X features in their own programs and release them out themselves (for example, on the internet), are they required also to follow the Scale2X license agreement as according to what is originally written in the Download section of the official Scale2X pages?
Thank you so much for your honestly kind patience and time, and you have yourself a most *wonderful* thanksgiving!! :D
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You must follow the license terms only if you include in your project in any form (compiled or not) the source code or binaries downloaded from the Scale2x site.
If you reimplement the scale2x effect from the definition you don't need to follow the license. Essentially it means that only the assembler version is licensed because the C implementation is almost identical at the effect definition and it's immediate to rewrite.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Now then, on the Scale2X/4X/8X implementations for AFlib2, from all that I can remember, apparently someone had already custom-programmed the Scale2X implementations to FreeBASIC for one of the demos (and was later converted to its own assembler-language format). That was the sure inspiration for me to add my own custom Scale2X/4X/8X routines and implementations like that straight to the game library of AFlib2 itself, supporting all full-screen 256-color graphics resolutions up to a 1600x1200 mode. Does this mean that I not need to follow the original Scale2X license on all of that? I want to really make sure here, and do feel free to correct me if I am wrong too, ok please?
Thank you again so very much and a very merriest Christmas and a prosperous 2006 to both you and the whole Scale2X project as well!!!
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What make the difference is if the implementation is based on the algorithm definition or on the C/ASM source file.
If it looks like this :
if B <> H and D <> F then
if D = B then E0 = D else E0 = E
if B = F then E1 = F else E1 = E
if D = H then E2 = D else E2 = E
if H = F then E3 = F else E3 = E
else
E0 = E
E1 = E
E2 = E
E3 = E
end if
it's surely based on the definition and you don't need to follow the license.
Instead if it's based on the C/ASM source file, it's a sort of derived work and you must follow the license.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Oh, I see what you mean, because it sure makes *much* clearer sense now! :D
Well, since the final result of the conversion is in ASM format converted from FreeBASIC (which is currently all over the source code for AFlib2 that I am working on), I am best gonna follow and obey all the terms of the Scale2X license agreement on AFlib2, just to be on the safe side of things. ;) Hey, the least I can do on that is to include a GNU General Public License in my library before it gets released, you know?
Speaking of which, the release date of the very first version of AFlib2 for FreeBASIC is scheduled for 2006 (or even earlier than that if all goes well before then!). Thank you so much once again, and if you can, please be sure to include this project on the list!
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Hello and pleasure to meet all of you!
Now then, I want to show you an original 8-bit game programming library entitled AFlib2, which stands for Aura Flow Library 2. It is designed for the BASIC-programming platform called FreeBASIC. ^_-
Recently, the Scale2X/4X features have been implemented already, and I am planning to add Scale8X to the final product of this lib, as the first version of AFlib2 is currently in development. In the meantime, though, I now have a demo pertaining to what I am talking about here, and it is found within the official pages of the project which starts at:
http://dhost.hopto.org/aapproj/aflib2/index.html
One question now: if programmers using the game lib of AFlib2 were to implement any of the Scale2X/4X/8X features in their own programs and release them out themselves (for example, on the internet), are they required also to follow the Scale2X license agreement as according to what is originally written in the Download section of the official Scale2X pages?
Thank you so much for your honestly kind patience and time, and you have yourself a most *wonderful* thanksgiving!! :D
You must follow the license terms only if you include in your project in any form (compiled or not) the source code or binaries downloaded from the Scale2x site.
If you reimplement the scale2x effect from the definition you don't need to follow the license. Essentially it means that only the assembler version is licensed because the C implementation is almost identical at the effect definition and it's immediate to rewrite.
That is all I needed to know. Thank you. ;)
Now then, on the Scale2X/4X/8X implementations for AFlib2, from all that I can remember, apparently someone had already custom-programmed the Scale2X implementations to FreeBASIC for one of the demos (and was later converted to its own assembler-language format). That was the sure inspiration for me to add my own custom Scale2X/4X/8X routines and implementations like that straight to the game library of AFlib2 itself, supporting all full-screen 256-color graphics resolutions up to a 1600x1200 mode. Does this mean that I not need to follow the original Scale2X license on all of that? I want to really make sure here, and do feel free to correct me if I am wrong too, ok please?
Thank you again so very much and a very merriest Christmas and a prosperous 2006 to both you and the whole Scale2X project as well!!!
What make the difference is if the implementation is based on the algorithm definition or on the C/ASM source file.
If it looks like this :
if B <> H and D <> F then
if D = B then E0 = D else E0 = E
if B = F then E1 = F else E1 = E
if D = H then E2 = D else E2 = E
if H = F then E3 = F else E3 = E
else
E0 = E
E1 = E
E2 = E
E3 = E
end if
it's surely based on the definition and you don't need to follow the license.
Instead if it's based on the C/ASM source file, it's a sort of derived work and you must follow the license.
Oh, I see what you mean, because it sure makes *much* clearer sense now! :D
Well, since the final result of the conversion is in ASM format converted from FreeBASIC (which is currently all over the source code for AFlib2 that I am working on), I am best gonna follow and obey all the terms of the Scale2X license agreement on AFlib2, just to be on the safe side of things. ;) Hey, the least I can do on that is to include a GNU General Public License in my library before it gets released, you know?
Speaking of which, the release date of the very first version of AFlib2 for FreeBASIC is scheduled for 2006 (or even earlier than that if all goes well before then!). Thank you so much once again, and if you can, please be sure to include this project on the list!