To round this thing off for the original problem, I was under the impression (read somewhere) where you either supply a value or you do not, if you supply a value, one of 0 means windowed, if you do not supply a value it is full screen, and it did work like that for a while, now it won't. I don't recal ever reading what values it needed, as in 32 / 16.
If you highlight the word Graphics in your clode, then click F1, you will see, that it is:
Graphics:TGraphics(width, height, depth=0, hertz=60, flags=0)
That should read, based on this conversation,
depth=[0,16,32]
Atleast that is friendlier.
As far as the second question that I crept into this, and sorry about that, but the waittimer name is also misleading, if it determines the number of times a second your loop runs, it makes sense that a higher number chews up more cpu and a lower number slows down the loop which free's up more cpu, I don't know yet, because frankly I haven't tried, if BlitzMax is multi-threadable, if it is, then that WaitTimer has alot of uses, a thread per heartbeat for levels and spawning, etc.
I am slowly getting the hang of all of this, just seems odd the way things are laid out sometimes.
If you highlight the word Graphics in your clode, then click F1, you will see, that it is:
Graphics:TGraphics(width, height, depth=0, hertz=60, flags=0)
That should read, based on this conversation,
depth=[0,16,32]
Atleast that is friendlier.
As far as the second question that I crept into this, and sorry about that, but the waittimer name is also misleading, if it determines the number of times a second your loop runs, it makes sense that a higher number chews up more cpu and a lower number slows down the loop which free's up more cpu, I don't know yet, because frankly I haven't tried, if BlitzMax is multi-threadable, if it is, then that WaitTimer has alot of uses, a thread per heartbeat for levels and spawning, etc.
I am slowly getting the hang of all of this, just seems odd the way things are laid out sometimes.