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Topics - padman

Pages: [1] 2 3
1
Hi guys,

As I've already warned you, here it is: my little entry for the summer compo.

Enjoy! 

Pad :sunny:



Credits:
Gfx from Sonic the hedgehog, Leisure Suit Larry, OSDM and Google / Music: The Blue Ninja (Lars Hutzelmann) / Code: me, myself and I

2


Hey all,

Tradition obliges, right? So here's my little entry for this year's Halloween Compo.

Enjoy! (or don't :P)   

Pad   :cheers:



Credits:

Code: Padman
Music: Fanta
Sfx: Google
Gfx: Ripped from Wiz 'n' Liz & The Pumpkin King

3
Hi guys,

I just stumbled across this whilst googling and thought I'd put it on here for some more attention. I have very little knowledge of C and the last time a dabbled at it was in the VS C++ 6 era, so I don't really have a clue what to do with it let alone how to compile it.  ???  But maybe some cunning C coder will convert this into a handy DLL or static lib someday and we'll all finally have a nice Amiga music replayer for PC. That'd be great!  ;D

Anyways, the source code can be found here: https://github.com/rofl0r/c-flod

Pad

From the readme.txt:

Code: [Select]
C-Flod        version 4.1
2012/05/16
rofl0r

currently done:

- complete flod core
- whittaker player
- future composer
- (ultimate) sound tracker
- pro tracker
- fasttracker 2
- digital mugician
- soundfx
- sidmon 1,2
- bp soundmon
- rob hubbard (only v1)
- "fred editor" player
- jochen hippel and COSO players.
  (there are a few tunes (maybe 3-5 %) that are not working correctly.
   they dont work in uade/original flod either.)
- DeltaMusic 1 & 2
- pseudo barebone flashlib
- libao and wave writer backends.

in my conversion i followed a pretty straight 1:1 approach,
so that the number of bugs introduced is minimized and future enhancement
in flod can be backported easily.

i am currently in the process of translating the remaining players.

my goal is to remove any dynamically allocated memory so it could
be used with a fixed memory usage profile on low end hardware (gba, nds).
since the samples for the fasttracker can be of any size, this needs either
a custom allocator or a pretty huge buffer for each instrument.

the build system should allow to turn off unneeded players and set the size
of buffers manually for the specific need.

also, the code could probably be simplified a lot by removing some of the
classes and using direct memory writes etc.

-------------------------------------------------------------------------------------

Flod          version 4.1
Flod JS       version 2.1
Flip          version 1.2

   2012/04/30
   Christian Corti
   Neoart Costa Rica

   E-Mail: flod@neoartcr.com

This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to
Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA.

Flod is free for non commercial user, to use it in any commercial production I'll ask you to
mention the proper credits and to make a donation to: chreil@hotmail.com via PayPal, thank you.

Special thanks to Richard Davey, Mathew Nolan and Andreas Argirakis :)

What's new:
4.1/2.1:
  - some small modules (less than 2150 bytes) were not recognized as valid
  - His Master's Noisetracker, fixed Peggy Go Home null sample pointer
  - His Master's Noisetracker, fixed Ikke Advanced wrong patterns pointers
  - SoundFX, fixed effect 9
  - SoundFX, added support for untouched Operation Stealth modules
  - Soundtrackers, fixed period overflow, portamento up/down
  - FastTracker II, fixed not working master volume
4.0/2.0:
  - new David Whittaker player
  - new FredEd player
  - new Jochen Hippel player (regular and COSO formats, 4 voices only)
  - new Rob Hubbard player
  - added DigiBooster Pro 2.18 detection to the XM player
  - Delta Music 1.0, fixed wrong sustain value
  - Delta Music 2.0, fixed Warfalcons-Intromusik 2 crash
  - Delta Music 2.0, fixed wrong restart pointer
  - Digital Mugician, fixed sample loop pointer (fixes Hoi Level 4)
  - Future Composer (Flod only), 1.0/1.3 was using the wrong waves
  - SoundFX, fixed effect 7/8 [step down/up] (fixes Forever Tonight)
  - SidMON 2, fixed effect C/F [volume and speed] (fixes Cool Module)
  - SidMON 2 was processing effects at tick 0, it shouldn't :)
  - SidMON 2, fixed adsr sustain volume
  - SoundMon, fixed buffer restore, most modules didn't play at all
  - ProTracker/NoiseTracker fixed vibrato depth value not set at the beginning
  - Fixed and updated Flip/Unzip
3.0/1.0:
  - Flod XM is now part of Flod base code
  - Lots of bugs fixed
  - Flod JS source code released

Supported Formats:
  - Brian Postma's SoundMon 1.0/2.0/3.0
  - David Whittaker
  - Delta Music 1.0
  - Delta Music 2.0/2.2
  - Digital Mugician
  - Digital Mugician 7 voices
  - D.O.C. Soundtracker 9/2.0
  - FastTracker II XM (PC)
  - FredEd
  - Future Composer 1.0/1.3
  - Future Composer 1.4
  - His Master's NoiseTracker
  - Jochen Hippel
  - Jochen Hippel COSO
  - NoiseTracker 1.0/1.1/2.0
  - ProTracker 1.0/1.1/1.2
  - Rob Hubbard
  - SidMON
  - SidMON II
  - SoundFX 1.0/1.8/1.9/2.0
  - Soundtracker 2.3/2.5
  - Ultimate Soundtracker, The (Karsten Obarski)
 

4
Well, well, it was about time, wasn't it?  ^^

Here's a new Amiga remake + source. Why? Because I can.  :P
I always liked the bouncing coco arts logo in this one and when I saw it on flashtro.com, I decided to convert it to Purebasic. The Romeo Knight tune has a glitch in the beginning, when being played back with sc68, so I also added a SWF version created with FLOD for fun, which plays the tune fine.  Hence two files, dcs_sc68.pb and dcs_swf.pb, in the ZIP archive.

Anyways, below is the listing of the sc68 version. Everything else, including exe's can be found in the attached ZIP. Feel free to do whatever you want with the code. If you spot any crap, feel free to correct it. I know it's not perfect, should have used a 800x600 screen for example and it's always better to replay SWFs in a thread... But hey, it's free! ;)

Pad  :cheers:

Code: [Select]
;******************************************************************************************
;* DCS remake converted from / based on an HTML5 source by musashi9 with a couple of      *
;* modifications. Well, it's actually a different version of the cracktro... ^^           *
;* Original Source: http://www.flashtro.com/index.php?e=page&c=AmigaHTML5&id=4127         *
;* SC68 originally created by Stormbringer                                                *
;* Hacked together, heavily commented & compiled with PureBasic 5.40 LTS x86              *
;* by Padman in 2016.                                                                     *                                                   
;******************************************************************************************




XIncludeFile "sc68/sc68.pbi"


InitSprite() : InitKeyboard()



OpenScreen(640,480,32,"DCS Remake")



CatchSprite(1,?cocoarts)
ZoomSprite(1,SpriteWidth(1)*2,SpriteHeight(1)*2)

CatchSprite(2,?heart)
ZoomSprite(2,SpriteWidth(2)*2,SpriteHeight(2)*2)

CatchImage(3,?font)

CreateSprite(4,320,256)

  StartDrawing(SpriteOutput(4))
    Box(0,0,320,256,$FF00FF)
  StopDrawing()

  TransparentSpriteColor(4,$FF00FF)

sinus.f=0
ccnt=0
bounce=#False
rnd.f=0
credx=100*2
xs=1       
textlength=?textend-?text-1 
tmp.f=0
tmp1.f=0
tmp2.f=0
tmp3.f=0
texty=0
px.f=0
py.f=0
Global newx=0
Global exx=0

Global Dim csin(18)   : Global Dim sizetab(126) : Global Dim postab(126) : Global Dim text(1638)             


Procedure calcStartX(num)

For ii=0 To 59

  val=text(num+ii) ;
exx=exx+sizetab(val);
If val=1
newx=320-exx
newx=newx/2
Break
EndIf
Next ii

exx=0
EndProcedure



Restore credit

For i =0 To 17
  Read csin(i)
Next i 


Restore sizetab

For i= 0 To 125
  Read sizetab(i)
Next i


Restore postab

For i= 0 To 125
  Read postab(i)
Next i



For i= 0 To 1637
   text(i)=PeekB(?text+i) 
Next i




sc68replay_Init(?song , ?songend-?song, #SC68Replay_Memory)   ; Init tune
sc68replay_Play() ; Start tune

calcstartx(0)

timer=(ElapsedMilliseconds()/30)

Repeat
 
  ClearScreen($FFFFFF)
 
 
  fade+5 :If fade>255 : fade=255 : EndIf
 
 
 
 ;///////////////////////////////// Bouncing CoCo Arts Logo /////////////////
 
 
  sinus=Round(Sin(tmp*#PI/180)*22,#PB_Round_Down)
  tmp=tmp+3.2
 

  If sinus=>0
    sinus=sinus*-1
    EndIf
   
    If sinus=0 Or sinus=1 Or sinus=-1
      bounce=#True
      rnd=1+Round(Random(2)*3,#PB_Round_Down)
      If rnd=1
        xs=-2
      Else
        xs=2
       EndIf
     EndIf
     
     DisplaySprite(2,80,32+sinus)
     DisplaySprite(1,credx,400+csin(ccnt))
       
       If bounce=#True
         ccnt=ccnt+1
         credx=credx+xs
       EndIf
       
        If credx>520 
           xs=xs*-2
           credx=credx-2
         EndIf
         
         If credx<=0
           xs=xs*-2
           credx=credx+2
         EndIf
         
         If ccnt=>17
           ccnt=0
           bounce=#False
        EndIf
         
       
       
       
        ;////////////////// PAGE TEXT  ////////////////////
           

  wait=(ElapsedMilliseconds()/30)-timer
 
  If wait>=0
val=text(txtcnt);
;calc char pos
tmp1=Round(postab(val),#PB_Round_Down)
tmp2=(tmp1/264);
tmp1=Round(tmp2,#PB_Round_Down);
tmp3=Round((tmp2*264)-(tmp1*264),#PB_Round_Nearest);



size=sizetab(val)

If size<>1
 
StartDrawing(SpriteOutput(4)) 
 
   GrabImage(3,4,tmp3*8,tmp1*11,size,11)
   DrawImage(ImageID(4),Round(newx+px,#PB_Round_Down),Round(py,#PB_Round_Down));

  StopDrawing()
 EndIf
; add a char with its custom width
px=px+sizetab(val);
txtcnt=txtcnt+1;

; start a new text page
If val=2 And txtcnt<textlength
  timer=(ElapsedMilliseconds()/30)+260
px=0;
py=0;

calcStartX(txtcnt);
EndIf

;new text line
If val=1
px=0;
py=py+12;
calcStartX(txtcnt);
EndIf

Debug wait

;reset all text vars
If txtcnt>=textlength
  timer=(ElapsedMilliseconds()/30)+260
px=0;
py=0;
    txtcnt=0;
calcStartX(txtcnt);
EndIf

Else
 
 
 
  ;move textsprite off screen
If wait>=-79
txty-8;
EndIf

;clear text screen by drawing a box on the textsprite
If wait =-1
  StartDrawing(SpriteOutput(4)) 
        Box(0,0,320,256,$FF00FF)
     StopDrawing()
  txty=0;
EndIf
EndIf


;zoom textsprite and bounce it
ZoomSprite(4,320*2,256*2)
DisplayTransparentSprite(4,0,txty+12-sinus,fade)



  ExamineKeyboard()
 
  FlipBuffers()
 
Until KeyboardPushed(#PB_Key_Escape)


sc68replay_Stop()
 


End


DataSection
  cocoarts:
  IncludeBinary  "inc/cred.bmp"
  heart:
  IncludeBinary  "inc/heart.bmp"
  font:
  IncludeBinary  "inc/font.bmp"
  credit:
  Data.l $34,$26,$1A,$10,$8,$4,$4,$6,$0C,$14,$1E,$2C,$36,$2E,$2A,$2A,$2C,$32
  sizetab:
  Data.l 1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,4,5,7,7,0,0,4,5,5,7,5,4,5,4,0,7,5,6,6,7,6,7,6,7,7,3,0,0,5,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8,8,8,7,7,7,7,7,6,7,7,5,7,7,4,5,7,4,7,7,7,7,7,5,6,5,7,7,7,7,7,7,6,5,6,15;
  postab:
  Data.l 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,269,528,538,280,281,0,0,537,533,534,536,535,531,532,530,0,270,271,272,273,274,275,276,277,278,279,282,0,0,539,0,529,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,540,541,542,266,267,268,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,264,265,543,544,545;
  text:
  IncludeBinary "inc/text.bin"
  textend:
  song:
  IncludeBinary "inc/enigma-gun.sc68"             
  songend: 
EndDataSection



5
Greetings guys,

being kinda stuck in game coding mode recently this is my entry for the Halloween compo. It's a bit of a scary Frankenstein itself. Tiles and level data were ripped from the Amiga version of Ghosts'n'Goblins using Maptapper (great tool btw, you should check it out if you haven't already) Arthur and the zombie are from Super Ghouls'Ghost, the reaper from Ghouls'n Ghosts. The boss is from a well known Taito game. SFX are mainly from the arcade version of Ghosts'n'Goblins. Last not least the tunes are from the TurboGrafx-16/PC Engine version of the Japan exclusive Ghouls'n Ghosts port named Daimakaimura. All was professionally put together with the finest spaghetti code I've ever done.
The goal of this Gametro is *drum roll* to kill all enemies! If you've killed all zombies, the boss will appear. If he's dead, the door to exit will open. Pretty awesome and never seen before, eh? ^^ Collect the weapon chests to get more daggers or lances or whatever these things are. But use them wisely as there's only a limited amount available and they also won't respawn when you die hitting an enemy. So don't go berzerk when killing the undead! Also keep an eye on the time. You've only got three minutes!
I didn't have (and won't have either) time to include some of the planned features like tombstone obstacles, more enemies, water, etc. I think I overextended myself on that idea anyway looking at the tight time frame that was available. But I'm quite happy with the result. Hope you like it, too! Oh and if you spot any bugs or the exe suddenly dies: that's perfectly normal at a graveyard... ;)


 :rip: :rip: :rip:

Use the following keys:

Cursor Left/Right/Up:  Move Arthur around, jump
Left Alt: When in front of a ladder, press this key to make Arthur climb up.
Space: Shoot lances/daggers/whatever
Esc: Chicken out / exit

Compiled with Purebasic. 5.40 LTS. Successfully tested on Win7/8.1 with Intel HD gfx. Uses DirectX

Enjoy & have a happy Halloween you all!

Pad :)

6
Hey guys,

So, here it is, my entry for the compo: 'Padmanoimia presents C.R.A.P.* feat. Ruff Rogers Preview'. It's -given that it works- the ultimate retro Amiga experience. I swear! ;D But see and judge for yourself.

The awesome story of the featured 'game preview' goes as follows: You are Ruff Rogers, well known hero from the Amiga game Ruff'n'Tumble and you are also a member of a cracker group in your sparetime. Now your courier has lost all the money he made selling your latest cracks plus 5 of the newest originals in the nearby forrest, because he was chased by -as he put it- crazy chicks. Well, you grab your gun (of course) and head off to the woods to collect the lost stuff and to see for yourself how crazy these chicks are. When you arrive, you find out, it's not chicks but chicken. What a bummer.
Anyway, use the cursor keys to move Left, Right and Up to jump. Use Space to shoot. You got 45 seconds to collect all lost stuff, shoot all chicken and find the exit. So you better hurry!

As mentioned this is a preview version of a game, so it's got bugs and glitches. Not intentionally, but I am aware of that. ;) You can push F10 during the game to restart if you ever get stuck. It would be usually smart to use a tile engine for this sort of game. Well, I haven't used one. This all started, when playing around with PBs collision detection for slopes. And it evolved into the demo thingy it is now.

Tested on Windows 8.1 with Intel HD gfx.

Hope you like it!

Pad   :cheers:

*Chicken Running Around Puzzled



CREDITS:

CODE:  PADMAN
GFX:   ROBIN LEVY, AWSM
SFX:   GOOGLE
MUSIC: F. SCHMIDT, JASON PAGE, MANTRONIX


KEYS:

LEFT/RIGHT/UP:  MOVE/JUMP AROUND
SPACE: SHOOT
F10: RESET GAME

Use either LMB and/or ESC to continue on certain screens!

7
Projects / Flod meets Purebasic
« on: August 17, 2015 »
Hi guys,

Out of boredom I came up with a rather weird idea last night: why not use Flod for music playback in Purebasic.   :inspired:

For those who don't know what Flod is: 
Quote
Flod is a set of JavaScript and Flash/AS3 libraries written by Christian Corti that can accurately playback lots of different Amiga, PC and Atari ST music formats natively.
(Have a look at http://www.photonstorm.com/flod for further information.)

Anyway, after a day of wild coding I put together a quick example Amiga remake that makes use of this wicked idea. The "Jochen Hippel Music Demo" by Genesis. Since there's two different threads involved (one for the gfx, one for the music) and Flod usually only is used in webbrowsers, it'd be great if some of you could test the exe and tell me if it works for you or not. I guess the only requirement is that one has the latest Flash Player installed. Fingers crossed, since there is no cool error handling yet. It works fine here at least.

I might release an example source on how to abuse Flod if this test has more positive than negative results.  ;D

Press F1-F9 for the different tunes and press ESC to quit. It's a maximised window for a fake fullscreen effect, so it should run on most configs I hope. Haters gonna hate, since it's autostreched. But hey, it's only an example! ;)

Thanks in advance for testing!

Pad  :cheers:

8
Challenges & Competitions / [Weather_2015] Windig
« on: April 26, 2015 »
Hey all,

so here it is, my entry called 'Windig'. It was fun and felt good to be back to coding, but now it's definitely time to release it and finally move on with real life duties. Anyway, hope it works for you all and if so that you like it!

Known bugs:  it sometimes has random slow downs when ran in full screen with Intel HD graphics, depending on time of the day, weather, month, what you had for lunch, which computer it is ran on etc... Long story short: no clue why this happens. Solution: try to run it in windowed mode  ;)

Enjoy!

Pad :)



System requirements:

Modern PC and DirectX. (Tested on Windows 7/8.1  x64 with Radeon / Intel HD graphics.)

Available keys:

F3/F4: Turn CRT effect on/off (default is on)
F5/F6: Turn SFX on/off (default is on)

ESC: Quit



9
Purebasic / Skid Row remake + PureBasic source code
« on: October 04, 2014 »
Hi all,

Well, what can I say. I was bored, so I decided to code something. This is the outcome.

Required files + compiled executable available in the ZIP archive.

Enjoy!  :cheers:

Code: [Select]
;******************************************************************************************
;* Pretty much a 1:1 conversion of Ayoros' CODEF remake at http://www.wab.com/?screen=245 *
;* with some minor modifications.                                                         *
;* SC68 tune originally ripped by Stormbringer                                            *
;* Quickly hacked together & compiled with PureBasic 5.30 x86 by Padman in 2014.          *                                                   
;* Exe size ~75Kb UPX'ed. Not too bad, eh? ^^                                             *
;******************************************************************************************


XIncludeFile "sc68_replay.pbi"

If InitSprite() = 0 Or InitKeyboard() = 0
  MessageRequester("Error", "Sprite system can't be initialized", 0)
  End
EndIf



If OpenScreen(800, 600, 32, "Skid Row Remake")

  CatchSprite(0,?s) : CatchSprite(1,?k) : CatchSprite(2,?i) : CatchSprite(3,?d) : CatchSprite (4,?r) : CatchSprite(5,?o) : CatchSprite(6,?w)
  CatchSprite(7,?txt1) : CatchSprite (8,?txt2) :CatchSprite(10,?backgr)
 
  For sprite = 0 To 6
    TransparentSpriteColor(sprite,$FFFFFF)   ; Set transparency to white
  Next
 
  TransparentSpriteColor(7,$FF00FF) :  TransparentSpriteColor(8,$FF00FF) ; Set transparency to purple
 
  CreateSprite(20,720,249)  ; Create sprite for scanline effect
  StartDrawing(SpriteOutput(20))
  Box(0,0,720,240,$FFFFFF)
  For i=0 To 240 Step 2
    Line(0,i,720,1,$000000)
  Next
  StopDrawing()
  TransparentSpriteColor(20,$FFFFFF) ; Set transparency to white
 
   
 sc68replay_Init(?tune , ?tuneend-?tune, #SC68Replay_Memory)   ; Init tune
 sc68replay_Play() ; Start tune
 
 
Repeat
   
   
   
    FlipBuffers()
   
    ClearScreen(RGB(0,0,0))
   
        DisplaySprite(10,40,180)  ; Background

        DisplayTransparentSprite(0,350 + 270 * Sin(angle.f), 190+15,fade)    ;S
        DisplayTransparentSprite(1,360 + 190 * Sin(angle.f), 197+15,fade)    ;k
        DisplayTransparentSprite(2,386 + 130 * Sin(angle.f), 209+15,fade)    ;i
        DisplayTransparentSprite(3,360 + 70 *  Sin(angle.f), 197+15,fade)    ;d
   
        DisplayTransparentSprite(6,340 - 260 * Sin(angle.f), 254+15,fade)     ;R
        DisplayTransparentSprite(5,350 - 166 * Sin(angle.f), 255+15,fade)     ;o
        DisplayTransparentSprite(4,340 - 70 *  Sin(angle.f), 198+15,fade)     ;w
   
    angle.f= angle.f+ 0.035
   

   
   
  If vbl>=200 And  vbl<700 :  DisplayTransparentSprite(7,40,165+25) : EndIf  ; Text page 1
  If vbl>=700 And  vbl<1100 : DisplayTransparentSprite(8,40,164+15) : EndIf  ; Text page 2
  If vbl>=1100 : vbl=0 : EndIf
 
  vbl=vbl+1
  If fade<255
      fade=fade+5
   Else 
      fade=255
  EndIf 
 
       DisplayTransparentSprite(20,40,180)
  ExamineKeyboard()
  Until KeyboardPushed(#PB_Key_Escape)
 
  sc68replay_Stop()  ; Stop tune
   
 Else
  MessageRequester("Error", "Can't open a 800*600 - 32 bit screen !", 0)
  EndIf


DataSection
 
  backgr:   
  IncludeBinary "res/backgr.bmp"
  txt1:   
  IncludeBinary "res/txt1.bmp"
  txt2:   
  IncludeBinary "res/txt2.bmp"
  s:     
  IncludeBinary "res/s.bmp"
  k:     
  IncludeBinary "res/k.bmp"
  i:     
  IncludeBinary "res/i.bmp"
  d:     
  IncludeBinary "res/d.bmp"
  r:
  IncludeBinary "res/r.bmp"
  o:
  IncludeBinary "res/o.bmp"
  w:
  IncludeBinary "res/w.bmp"
  tune:
  IncludeBinary "res/tune.sc68"
  tuneend:
 
EndDataSection 

[Edit] Typos and other cock-ups fixed.  ::)

10
Hey guys,

as usual I tried to make something newschool and ended up doing a little retro cracktro thingy.  ::) Well, here it is. Hope you like it.  ;) I for sure enjoyed coding it.

Anyway, this is the very first entry, hence the inventive name. I hope to see some more.  -- So, where's yours?? ^^ The deadline is nigh! Hurry! ;)

Pad  :cheers:



Credits:

Code: Padman
Gfx: Padman
Music: 505

Requires a modern PC and DirectX. Tested on Windows 8 with Radeon graphics.

Available keys so you can have a better look at the 'effects':
F3/F4: Turn CRT effect on/off (default is on)
F5/F6: Turn textwriter on/off (default is on)
F7/F8: Turn stars on/off (default is on)
F9/F10: Turn background effect on/off (default is on)

11
Projects / Carlton Taskbar Dancer
« on: April 16, 2014 »
Hey guys,

finally back to coding I produced another completely useless gem I want to share with you: 

It's called "Carlton Taskbar Dancer".   :cheers:

The whole thing was put together in less than an hour. I got Carlton from giphy.com and the cheesy midi file from somwhere I can't remember.  I tested it on Windows 7 and 8.

ESC exits. If Carlton loses focus, simply click on him again and then press ESC.

Anyway, enjoy! Feels good to be back.  And don't blame me if you get the tune stuck in your head.  ;D

Pad  :)

[EDIT] 04-18-2014: New version. It now uses a MID file instead of an  IT module. Filesize decreased from 570KB to 68KB. Carlton does a little warm up before the music starts. Not a bug, it's a feature.  ;D And music now loops especially for Kirl. ;)

12
Challenges & Competitions / [XMAS_2013] Paddymas 2013
« on: December 21, 2013 »
Ho Ho Ho,

Not enough time for a big prod, but at least enough for this little screen. Merry Christmas you lot!  :xmas:

Enjoy!

Pad :)


Code: Padman
Music: ENS_Music
GFX: Epyx & Google

Tested on Windows 8 64bit with Radeon Gfx. Requires DirectX.

13
Projects / Cynix Remake
« on: April 02, 2013 »
Aloha!

Ok, it was about time I coded a remake again. Haven't done that in ages... It was coded rather quickly and I cheated like hell once again.  ;D The filesize might give you a hint.  Anyway, before uploading it to RR (and probably getting blamed for not using a 4:3 ratio in fullscreen ^^) along with KrazyK's D-Bug remake it'd be great if some of you guys tested it. Don't wanna have a bugfix discussion over there. ;)

Thanks in advance!

Pad  :cheers:

14
Projects / Random stuff
« on: March 29, 2013 »
Hi guys!

Ok, due to crap weather I decided to code something. This is the outcome. Totally useless, but at least it was fun coding it and made time go by.  ;D

It's a part of the intro of the Amiga game Full Contact by Team 17 with a nice Allister Brimble tune. Maybe someone remembers it.

Enjoy!

Pad :)

PS It's only got a fullscreen mode, hence it might screw things up. You've been warned ;)

15
Challenges & Competitions / [UDG] Hammer Time 3D
« on: February 23, 2013 »
Hey folks,

here's my entry for the UDG challenge. I'm happy I found time to 'finish' it. All tiles are created at runtime & the animation is done using old-fashioned data statements. Not much more to say other than I hope it won't crash. ;)

Thanks for having a look!

Pad :)




DBF UDG CHALLENGE 2013: "HAMMER TIME 3D"
---------------------------------------------------------------

 Code              : Padman
 Music/SFX       : Some unknown guy and obviously MC Hammer
 Binary Font     : Bobo
 Released        : February, 23rd 2013

 Requirements    : Modern PC, DirectX9
 
 Press [G] to turn on/off Grid (default=off)

---------------------------------------------------------------

16
Challenges & Competitions / [SPOOKY] Gruselig!
« on: October 27, 2012 »
Hi guys.

Here's my entry for the Halloween compo. I truly hope it works for you all, because I don't really have any time for bug fixing...  ;D 

Enjoy!

Pad :)




DBF HALLOWEEN CHALLENGE 2012: "Gruselig!"
---------------------------------------------------------------

 Code            : Padman
 Music/SFX     : ?
 Graphics       : ?
 Released      : October, 27th 2012

 Requirements    : Modern PC, DirectX9
 
   [F9] toggle SFX on/off (default=on)
 [F10] toggle Zoom on/off (default=on)
 [F11] toggle RGB Filter on/off (default=on)
 [F12] toggle Bilinear Filter on/off (default=off)

---------------------------------------------------------------


17
Projects / Shiny Bubbles
« on: September 21, 2012 »
Hi guys,

well this is nothing special nowadays, but it sure was back in 1987...  ;) It's no exact remake, it's actually just a little test. The purpose is to use original 300x200 gfx and then scale and show them fullscreen on higher resolutions without black bars and ugly stretching. It works quite well on my system running a resolution of 1440x900.
If any of you guys could test it please and tell me if it works at all, if there are any oddities and what resolutions it was tested on.

Thanks in advance!

Pad  :)

F1-F10 toggles the Analog logo on/off.
F12 toggles bilinear filtering on/off.
ESC exits.

18
General chat / Happy Birthday Jace!
« on: August 29, 2012 »
Happy birthday you old fart!  ;D  Have a good one!  :cheers:

19
Challenges & Competitions / [CUBES] Würfel
« on: April 24, 2012 »
Hi mates,

here you go, this is it:

I proudly present my entry called "Würfel".

I've tested it on XP and Win7 x64 and for a change it worked fine on both.  ;D Hope it'll work for you all as well.

Anyway, enjoy! (And in case enjoyed it, don't forget to vote. ;) )

Pad  :cheers:





DBF CUBES CHALLENGE 2012: "Würfel"
---------------------------------------------------------------

 Code            : Padman
 Music           : Alex Mauer
 Graphics        : Google (Roy/SAC)
 Released        : April, 24th 2012

 Requirements    : Modern PC, DirectX9
 
---------------------------------------------------------------

20
Hi guys!

Compiled with PB 4.41. Feel free to do whatever ever you want with it...

Pad  ;)

Code: [Select]
;##########################################################################################
;# Time for another little cracktro remake con source code by Padman. (c)01/2012          #
;# I've included some very basic comments which are meant for beginners, so they can      #
;# easily spot where what is going on...                                                  #
;# Libminifmod170 by rbz is used for music replay.                                        #                                       
;# And it uses Shockwave's / va!n's scroller code which can be found at:                  #
;# http://www.dbfinteractive.com/forum/index.php?topic=1436.0                             #
;# The starfield might also be from some tutorial, can't really remember ;)               #
;########################################################################################## 


Global  xres.w , yres.w , loop.w ,xp.w , yp.w , t.s , tptr.w , sco.b


IncludeFile "scroll.pbi"                             
IncludeFile "libminifmod170.pbi"


xres  = 640           
yres  = 480           
sco   = 0
tptr  = 1
FPS = 60
TimerDuration = 1000 / FPS



;#### Setup Starfield

#STARS = 100
#MAX_SPEED = 8.1


Structure Stars
x.f
y.f
Speed.f
Shade.l
EndStructure
Dim Stars.Stars(#STARS)



For i = 0 To #STARS
Stars(i)\X = Random(640)
Stars(i)\Y = 105+Random(288)
Stars(i)\Speed = Random(#MAX_SPEED)
Stars(i)\Shade = 255 / #MAX_SPEED * Stars(i)\Speed
Next



;#### Init stuff, Sprite3D is used for zooming

InitSprite()                     
InitSprite3D()
InitKeyboard()                 
   


;#### Open up the DX9 screen 640x480
               
 window = OpenScreen( xres , yres , 32 , "Arcane Cracktro Remake")     

If window = 0                                           
  MessageRequester("Error", "This is fucked up, I can't open the window", 0)       
  End                                                   
EndIf



;#### Catch the font pic


CatchSprite(1,?font,#PB_Sprite_Texture)
TransparentSpriteColor(1,$000008)


;#### Create a sprite for our stars and paint a 2x2 box on it

CreateSprite(50, 2, 2, #PB_Sprite_Texture)
StartDrawing(SpriteOutput(50))
Box(0, 0, 2, 2, #White)
StopDrawing()
CreateSprite3D(50, 50)


;#### Catch the logo sprite and zoom it

CatchSprite(0,?logo,#PB_Sprite_Texture)
CreateSprite3D(0,0)
ZoomSprite3D(0,SpriteWidth(0)*2,SpriteHeight(0)*2)

;#### Init and start the music replay

  MiniFmod_Init(?mod,?endmod-?mod)
  MiniFmod_Play()

Repeat
 
 
 
  timer = ElapsedMilliseconds()   
 
  ClearScreen($0)                                       
                                   

;#### This displays the starfield
    Start3D()

For i = 0 To #STARS
Stars(i)\X + Stars(i)\Speed
If Stars(i)\X > 640
Stars(i)\X = 0
EndIf

       DisplaySprite3D(50, Stars(i)\X, Stars(i)\Y, Stars(i)\Shade)
Next 
   
   
   ;#### This displays the Arcane logo

DisplaySprite3D(0,(640-(SpriteWidth(0))*2)/2,140)
   
    Stop3D() 



; #### This draws the upper and lower borders

  StartDrawing (ScreenOutput())                       
   
   
   Box(0,104,640,2,#White)
   Box(0,392,640,2,#White)
   
  StopDrawing()                                       



 ; #### This draws the scroller
 
       cco = 0

  For cc = 0 To 20
    letter   = Asc(UCase(Mid(t.s, tptr+cc, 1)))-31
 
    yCharPos = letter / 10
    xCharPos = letter % 10
   
      If xcharpos= 0: xcharpos = 10 : ycharpos=yCharPos-1  :EndIf
    If xCharPos <- 1: xCharPos = 9
 
    ElseIf xCharPos > 0  : xCharPos = xCharPos - 1
    EndIf
   
      ClipSprite(1, xCharPos*32, yCharPos*44, 32,44)
   
   
     DisplayTransparentSprite(1, (sco+cco),312)
 
   
    cco = cco + 34
  Next
 
     
  sco = sco -4
   
  If sco < -32
    tptr = tptr + 1
    sco = sco + 32
  EndIf
     
  If tptr > Len(t.s)-16
    tptr = 0
  EndIf



 TimeGap = TimerDuration - (ElapsedMilliseconds() - Timer)

  If TimeGap > 16
 
    Delay( TimeGap - 10 )
  EndIf


  ExamineKeyboard()

  FlipBuffers()                                       

Until KeyboardPushed (#PB_Key_Escape)               

 
 ;#### If [ESC] was pressed stop the music
 
 MiniFmod_Stop()
 MiniFmod_Free()


 ;#### and Adios!
End

DataSection
font: IncludeBinary "font.bmp"
logo: IncludeBinary "arcane.bmp"
mod: IncludeBinary "return_of_egic.xm"
endmod:
EndDataSection

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