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Messages - KrazyK

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1
Purebasic / Re: Psygnosis Agony MinIntro
« on: April 16, 2018 »
You may have just inspired me to dig out my old Psygnosis games and bash some buttons again.  I feel an small demo coming on... ;)

2
Purebasic / Re: Cracktro Sources
« on: April 13, 2018 »
Here's another one. 
Cracktro remake from the Atari ST by Adrenalin UK.
A nice 128x64 rastered main font along with a simple horizontal scrolling starfeld.
Also 9 slow reverse bouncing, rastered letters.
Code: [Select]

;-Adrenalin CD #33
;-Code: Spaceman Spiff
;-Gfx: BioFeedback
;-Music: Excellence in Art
;-Year: 1992
;-Remake: KrazyK

;-Purebasic 5.62 source
;-set tabs to 8 for readability

;-Cracktro remake from the Atari ST by Adrenalin UK.
;-A nice 128x64 rastered main font along with a simple horizontal scrolling starfeld.
;-Also 9 slow reverse bouncing, rastered letters.
;-This source is provided as is so feel free to use any of it as you wish. 
;-A credit is always nice if you use any of it though ;-)


#xres=640
#yres=480
#yoff=40


InitSprite()

fs=0 ;windowed=0, fullscreen=1

If fs=0
OpenWindow(0,0,0,#xres,#yres,"",#PB_Window_ScreenCentered|#PB_Window_WindowCentered|#PB_Window_BorderLess)
OpenWindowedScreen(WindowID(0),0,0,#xres,#yres)
StickyWindow(0,1)        ;-keep window on top
ShowCursor_(0)          ;-hide the mouse
ElseIf fs=1
OpenScreen(#xres,#yres,32,"")
Else
End
EndIf

Global DLEN=(?admovend-?admove) ;-length of the movement data
Global MAX=(DLEN/4)-1 ;-number of steps in the movement
Global Dim AdrMove(DLEN/4) ;-init our array to store the movement
CopyMemory(?admove,@AdrMove(0),DLEN) ;-and copy it into our array

Structure ADREN
index.L ;-array position
Spr.i ;-sprite id
EndStructure

Global Dim SPRITES.ADREN(DLEN)


For a=0 To 8
SPRITES(a)\index=MAX-(12*a) ;-initial starting positions in the movement array
Next a
Global ay


Global scroll$="                              ADRENALIN U.K. OF T.B.A. PROUDLY PRESENT COMPACT DISK THIRTY THREE.    RELEASE DATE  31\3\93    TO GET INTOUCH WITH ADRENALIN KEEP READING....   THIS IS   D I V I N E  ON THE KEYBOARD PRESENTING HIS FIRST MENU OF THE YEAR    WELL WE HAVE ACTUALLY MADE IT    NUMBER  THIRTY THREE............AMAZING          WELL I HAD TO TRY AND MAKE IT INTERESTING   THERES NOTHING REALLY WORTH CELEBRATING FOR QUITE A WHILE   OUR BIRTHDAYS BEEN AND GONE   I SUPPOSE THE NEXT BIG DATE IN THE ADRENALIN CALANDER IS DISK 50.  WELL I THINK THIS DISK IS WORTH CELEBRATING.....     ON THIS DISK YOU WILL FIND CAMPAIGN. THIS GAME IS NOT A NEW RELEASE BUT MOOKIE DID SUCH A GREAT JOB ON IT WE DECIDED TO RELEASE IT. IT WAS CRACKED BY SECTION 1 AND TESTED  PACKED  AND LINK FILED BY MOOKIE OF ADRENALIN.......  ALSO ON THIS DISK YOU WILL FIND A START UP DOC AND KID KONG WHICH IS A PERFECT REPRESENTATION OF ATARIS CLASSIC DONKEY KONG IT WILL ONLY RUN HOWEVER ON 1 MEG MACHINES.  DONKEY KONG WAS REPACKED BY MYSELF DIVINE AND IT WAS SUPPLIED TO ME BY GRAPHITE.   THIS EXCELLENT MENU WAS CODED BY SPACEMAN SPIFF OF ADRENALIN.  THE MUSIC IS BY EXCELLENCE IN ART AND THE ART WORK IS BY BIOFEEDBACK OF ADRENALIN      NOW I AM DEDICATING THIS MENU TO PUBLIC RELATIONS SO IF YOU LIKE THE SOUND OF THIS PROJECT KEEP READING.  ADRENALIN 33 IS NOW THE OFFICIAL PR MENU TO BE A PART OF    THE BIG 33   GET INTOUCH WITH ADRENALIN.  THIS THING WORKS 2 WAYS YOU KNOW.  WE NOW HAVE A DECENT SECURE CONTACT ADDRESS FOR ANY MEMBER OF THE PUBLIC TO WRITE TO.  ALREADY WE HAVE HAD LETTERS FROM ALL OVER BRITTAIN AND NORTHEN EUROPE. IF YOU WANT TO GET MORE OF OUR COMPACTS OR IF YOU HAVE A TALENT LIKE KNOWING HUNDREDS OF ST PEOPLE OR YOU CAN PRODUCE GOOD ARTWORK OR YOU CAN WRITE MUSIC OR CODE MENUS WRITE TO THIS ADDRESS           ADRENALIN UK 33.     6 LIVINGSTONE AVENUE      CLAY LANE ESTATE     DONCASTER     SOUTH YORKSHIRE     ENGLAND.     THAT WAS.....     ADRENALIN UK 33.     6 LIVINGSTONE AVENUE      CLAY LANE ESTATE     DONCASTER     SOUTH YORKSHIRE     ENGLAND.      REPLYS ARE NOW 1000 PERCENT RELIABLE.  IF YOU TRIED WRITTING TO OUR OLD ADDRESS AND GOT NO REPLY TRY THIS ONE I YOU WILL DEFINATLEY RECEIVE A REPLY.  WRITE THAT ADDRESS ON PAPER... WRITE IT ON YOUR DISK LABELS.  GIVE IT YA MATES ALONG WITH THIS DISK           WE HOPE TO HERE FROM YOU SOON   WHO EVER YOU ARE........         NOW FOR THE GREETZ...... GREETINGS TO THE REST OF THE BRITISH ALLIANCE WHO ARE...     C.I.D.,     INSANITY,     OUT OF ORDER (ESP. SONIC),     SYNCRO SYSTEMS (ESP. RAZOR),     THE LEMMINGS (ESP. XENONCIDE)     AND   WILD! (ESP. SNAZ).     GREETINGS ALSO TO THE FOLLOWING...     ADMIRABLES,     ANIMAL MINE,     ANTHRAX      APOLLO,     BREAKPOINT SOFTWARE,     CHAOS (ESP. BEN),     CHRIS H (YORK),     CHRIS H (MID GLAM),     CHRIS H (STAFFS),     CONCEPTORS (ESP. DEMON),      CRACKDOWN (ESP. INSPIRAL),     CYNIX (ESP. SUPERNOVA AND QUATTRO),     D-BUG,     DEVIANT DESIGNERS,     DIGI TALLIS (ESP. ORMOLU),     ELITE,     (E) TRIPPER,     FREESOFT,     FUZION,     I.C.S.,     INDIE HEAD,     KGB,      MAD VISION,     MICRO MANIAC,     MUG U.K.,     NEON LIGHTS (ESP. THE CAFFEINE KID),     PERSISTENCE OF VISION (ESP. MAC SYS DATA AND BORIS),     POMPEY PIRATES (R.I.P.),     POWA,     PURE ENERGY (ESP. FALCON AND ZAK),      PULSION,     RIPPED OFF (ESP. STICK AND BILBO),     SAFARI (ESP. PANTHER AND RHINO),     SCANZ,     SECTION ONE (ESP. RED LICHTIE),     SPECIAL FX (ESP. JAM),     SUPERIOR,     SUPREMACY (GET IN TOUCH!!).     SYNDICATE,     THE EDGE,     THE JOKER THE REPLICANTS,     TIM,     UNTOUCHABLES (ESP. MAT)   AND     X-STATIC (ESP. SIGNET).       THATS ABOUT IF FOR ADRENALIN 33   THE BIG MOTHER 33  THE VERY IMPORTANT 33   REMEMBER TO USE THE CONTACT ADDRESS   DONT JUST DREAM ABOUT IT      DO IT.       STAY SAFE   BE LUCKY            DIVINE OUT          WRAP                                             HARDFLOOR TECHNO 93                  "
Global Tlen=Len(scroll$)
Global Letter=0
Global Xmove.f=#xres
Global SWidth=128,SHeight=64
Global ScrollSpeed.f=16
CatchSprite(0,?font)

CatchSprite(1,?logo)
CreateSprite(2,#xres,SpriteHeight(1))
CopySprite(2,3):CopySprite(2,4)
Global Sx1,Sx2,Sx3

CatchSprite(6,?tba) ;-tba text
Global rwidth=68,rheight=36
CatchSprite(40,?raster)

Procedure MoveAdrenalin()

Protected i,ay,Clipy
xoff=24
For i=0 To 8
ay=AdrMove(SPRITES(i)\index): Clipy=(ay-276) ;-the difference between the minumum and the current array value
SPRITES(i)\index+1:If SPRITES(i)\index>MAX:SPRITES(i)\index=0:EndIf
ClipSprite(40,0,Clipy,rwidth,rheight) ;-clip part of the raster
DisplayTransparentSprite(40,xoff+rwidth*i,ay+#yoff-36) ;-show raster box
DisplayTransparentSprite(60+i,xoff+rwidth*i,ay+#yoff-36)
;-raster sprite is 160 high, max bounce y=402,min bounce =276,diff=126
;- if ay=300 then the y clipping = (300-276) the difference between the minumum and the current array value
Next i


EndProcedure


Procedure Adrenalin()
CatchSprite(60,?a) ;a
CatchSprite(61,?d) ;d
CatchSprite(62,?r) ;r
CatchSprite(63,?e) ;e
CatchSprite(64,?n) ;n
CopySprite(60,65) ;a
CatchSprite(66,?l) ;l
CatchSprite(67,?i) ;i
CopySprite(64,68) ;n

For S=60 To 68:TransparentSpriteColor(S,#White):Next S


EndProcedure

Procedure DoStars()
DisplayTransparentSprite(2,Sx1,#yoff): DisplayTransparentSprite(2,-#xres+Sx1,#yoff)
Sx1+2:If Sx1=>#xres:Sx1=0:EndIf

DisplayTransparentSprite(3,Sx2,#yoff): DisplayTransparentSprite(3,-#xres+Sx2,#yoff)
Sx2+4:If Sx2=>#xres:Sx2=0:EndIf

DisplayTransparentSprite(4,Sx3,#yoff): DisplayTransparentSprite(4,-#xres+Sx3,#yoff)
Sx3+8:If Sx3=>#xres:Sx3=0:EndIf

EndProcedure

Procedure MakeStarfield()
;-very simple starfield creation by drawing the 'stars' on 3 separate sprites and moving them at different speeds
For S=2 To 4
StartDrawing(SpriteOutput(S))
Star=0
Repeat
sx=Random(#xres,1)
sy=Random(SpriteHeight(1),1)
Box(sx,sy,2,2,RGB(0,128,160))
Star+1
Until Star=48
StopDrawing()
Next S

EndProcedure

Procedure Scroller()
;because of the nature of the ripped font not being in a standard format we have to adjust it here.  Feel free to fix it you want to!
For L=0 To 6
T$=Mid(scroll$,Letter+L,1)
Tval=Asc(T$)-65
Select Tval
Case -19:Tval=41 ;.
Case 27:Tval=42 ;\
Case -21:Tval=39 ;,
Case -2:Tval=43 ;?
Case -25:Tval=44 ;(
Case -24:Tval=45 ;?
Case -23:Tval=46 ;*

Case -17:Tval=27 ;0
Case -16:Tval=28 ;1
Case -15:Tval=29 ;2
Case -14:Tval=30 ;3
Case -13:Tval=31 ;4
Case -12:Tval=32 ;5
Case -11:Tval=33 ;6
Case -10:Tval=34 ;7
Case -9:Tval=35 ;8
Case -8:Tval=36 ;9

EndSelect

If Tval<0:Tval=48:EndIf

ClipSprite(0,(Tval*SWidth),0,SWidth,SHeight)
DisplayTransparentSprite(0,Xmove+(L*SWidth),168+#yoff)
Next L

Xmove-ScrollSpeed
If Xmove<=-(SWidth*2):Xmove=-SWidth:Letter+1:EndIf
If Letter>Tlen:Letter=0:Xmove=#xres:EndIf

EndProcedure

MakeStarfield()
Adrenalin()

OSMEPlayMusic(?music,?musend-?music,1) ;x86 OSME replay library

Repeat
If fs=0:event=WindowEvent():EndIf

ClearScreen(0)

DoStars() ;-cheater starfield
DisplayTransparentSprite(1,320-(SpriteWidth(1)/2),#yoff) ;-main logo

Scroller() ;-scrolltext
MoveAdrenalin() ;-bouncing letter

DisplayTransparentSprite(6,320-(SpriteWidth(6)/2),246+#yoff) ;-tba text


FlipBuffers()
Until GetAsyncKeyState_(#VK_ESCAPE)
OSMEStopMusic()
End



DataSection
music: :IncludeBinary"sfx\Bellis_Boot.sndh"
musend:

font: :IncludeBinary"gfx\scrollfont.bmp"
logo: :IncludeBinary"gfx\adrenalin.bmp"
tba: :IncludeBinary"gfx\tba.bmp"
raster: :IncludeBinary"gfx\raster.bmp"

a: :IncludeBinary"gfx\a.bmp"
d: :IncludeBinary"gfx\d.bmp"
r: :IncludeBinary"gfx\r.bmp"
e: :IncludeBinary"gfx\e.bmp"
n: :IncludeBinary"gfx\n.bmp"
l: :IncludeBinary"gfx\l.bmp"
i: :IncludeBinary"gfx\i.bmp"

;-y position data for the ADRENALIN movement
admove:
Data.L     402, 402, 402, 402, 401, 401, 401, 400, 400, 399, 399, 398, 398, 397, 397, 396, 396, 395, 395, 394, 393, 393, 392, 391, 391, 390, 389, 388, 388, 387, 386, 385, 384, 383, 382, 381, 380, 379, 378, 377, 376, 375, 374, 373, 372, 371, 370, 369, 367, 366, 365, 364, 362, 361, 360, 358, 357, 356, 354, 353, 351, 350, 348, 347, 345, 344, 342, 341, 339, 338, 336, 334, 333, 331, 329, 327, 326, 324, 322, 320, 318, 317, 315, 313, 311, 309, 307, 305, 303, 301, 299, 297, 295, 293, 291, 288, 286, 284, 282, 280, 277, 276, 278, 280, 283, 285, 287, 289, 291, 293, 295, 298, 300, 302, 304, 306, 308, 309, 311, 313, 315, 317, 319, 321, 322, 324, 326, 328, 329, 331, 333, 335, 336, 338, 339, 341, 343, 344, 346, 347, 349, 350, 351, 353, 354, 356, 357, 358, 360, 361, 362, 364, 365, 366, 367, 368, 370, 371, 372, 373, 374, 375, 376, 377, 378, 379, 380, 381, 382, 383, 384, 385, 385, 386, 387, 388, 389, 389, 390, 391, 391, 392, 393, 393, 394, 394, 395, 396, 396, 397, 397, 398, 398, 398, 399, 399, 400, 400, 400, 400, 401, 401, 401, 401, 402, 402, 402, 402, 402, 402, 402, 403, 403, 403, 403, 403, 403, 402, 402, 402, 402, 402, 402, 402, 401, 401, 401, 401, 400, 400, 400, 400, 399, 399, 398, 398, 398, 397, 397, 396, 396, 395, 394, 394, 393, 393, 392, 391, 391, 390, 389, 389, 388, 387, 386, 385, 385, 384, 383, 382, 381, 380, 379, 378, 377, 376, 375, 374, 373, 372, 371, 370, 368, 367, 366, 365, 364, 362, 361, 360, 358, 357, 356, 354, 353, 351, 350, 349, 347, 346, 344, 343, 341, 339, 338, 336, 335, 333, 331, 329, 328, 326, 324, 322, 321, 319, 317, 315, 313, 311, 309, 308, 306, 304, 302, 300, 298, 295, 293, 291, 289, 287, 285, 283, 280, 278, 276, 276, 278, 280, 283, 285, 287, 289, 291, 293, 295, 297, 300, 302, 304, 306, 307, 309, 311, 313, 315, 317, 319, 321, 322, 324, 326, 328, 329, 331, 333, 334, 336, 338, 339, 341, 342, 344, 346, 347, 349, 350, 351, 353, 354, 356, 357, 358, 360, 361, 362, 363, 365, 366, 367, 368, 369, 371, 372, 373, 374, 375, 376, 377, 378, 379, 380, 381, 382, 383, 384, 384, 385, 386, 387, 388, 388, 389, 390, 391, 391, 392, 393, 393, 394, 394, 395, 396, 396, 397, 397, 397, 398, 398, 399, 399, 399, 400, 400, 400, 401, 401, 401, 401, 402, 402, 402, 402, 402, 402, 402, 402, 403, 403, 403, 403, 402, 402, 402, 402, 402, 402, 402, 402
admovend:


EndDataSection


3
Purebasic / Cracktro Sources
« on: April 11, 2018 »
Here's the first of the PureBasic sources for my latest cracktros.  I thought it would be good to share some of them more readable ones once I had commented them.  Keep checking here for more if you're a PureBasic user.
All of the sources have been written using PureBasic 5.62 x86 as the OSME library is only x86 compatible.
Copy the OSME into your UserLibraries folder before you do anything else.

First off is The Replicants Dark Fusion cracktro with the fixed path rastered scrolltext and the moving logo.
The scrolltext is simply done by having a white font then drawing it transparently on top of a clipped raster block on a fixed path read from an array.
The moving logo uses a simple sine calculation to move it up and down.

Links to older sources:

http://www.dbfinteractive.com/forum/index.php?topic=6515.msg83094#msg83094

http://www.dbfinteractive.com/forum/index.php?topic=6521.msg83116#msg83116

http://www.dbfinteractive.com/forum/index.php?topic=6316.msg82018#msg82018

http://www.dbfinteractive.com/forum/index.php?topic=5296.msg81525#msg81525

http://www.dbfinteractive.com/forum/index.php?topic=6171.msg81038#msg81038

http://www.dbfinteractive.com/forum/index.php?topic=6149.msg80731#msg80731

http://www.dbfinteractive.com/forum/index.php?topic=6152.msg80756#msg80756


More sources to come  ;)


Code: [Select]
;-Replicants Dark Fusion Cracktro
;-Remake: KrazyK 2018

;-Purebasic 5.62 source
;-set tabs to 8 for readability

;-This is a very simple cracktro remake from the Atari ST by The Replicants.
;-Copy the OSME library into you userlibraries folder (x86 only though).
;-This source is provided as is so feel free to use any of it as you wish. 
;-A credit is always nice though if you use any of it though ;-)

;-screen dimensions
#xres=640
#yres=480

#yoffset=40 ;-keep the screen accuurate on 640x480.  Atari ST would be 320x200 doubled to 640x400 so there are 80 pixels extra which are then divided by to to make a 40 pixel border top and bottom
#scroll_len=380 ;-pixel width of the scrolltext

InitSprite()

fs=0 ;-windowed=0, fullscreen=1

If fs=0
OpenWindow(0,0,0,#xres,#yres,"",#PB_Window_ScreenCentered|#PB_Window_WindowCentered|#PB_Window_BorderLess)
OpenWindowedScreen(WindowID(0),0,0,#xres,#yres)
StickyWindow(0,1)       ;-keep window on top
ShowCursor_(0)          ;-hide the mouse
ElseIf fs=1
OpenScreen(#xres,#yres,32,"")
Else
End
EndIf

Procedure InitGraphics()
       
CatchSprite(0,?logo)    ;-moving logo
CatchSprite(2,?main)    ;-main screen
Global angle.f          ;-variable for the logo movement

;- Scroller stuff
Global scroll$="               THE REPLICANTS OF THE UNION PRESENT DARK FUSION CRACKED AND TRAINED BY R.AL WITH A LITTLE INTRO CODED BY FURY (IN ONE NIGHT), GRAPHICS BY COBRA, MUSAK BY GREAT MAX WE CAME BACK FROM PARIS SATURDAY IN THE EVENING AFTER A THREE DAYS REPLICANTS MEETING WHERE WE DIDN'T SLEEP A LOT 'COSE THERE WAS A LOT OF GAMES TO CRACK AND A LOT OF X-MOVIES TO SEE... ONE DAY AFTER COBRA(ME) AND SNAKE DECIDED TO GO IN FURY HQ TO CODE THE INTRO YOU'RE NOW WATCHING.. HE WAS VERY ANGRY 'COSE HE WAS CODING SOME SCREENS FOR OUR FRENCHY DEMO, BUT AFTER SOME DISCUSSIONS HE FINALLY ACCEPT TO CODE AN INTRO. AFTER THIS LITTLE STORY NOW SOME GREETINGS TO OUR BEST FRIENDS AND CONTACTS : FIRST OF ALL GOLDEN REGARDS TO ALL MEMBERS OF THE UNION (ESPECIALLY TCB AND TEX).NORMAL GREETINGS TO : MCA, A-HA, THE MEDWAYS BOYS, BIG FOUR, AUTOMATION, REVOLUTION, FLEXIBLE FRONT, THE BROD, TSB, OMEGA, BLACK FLAME, CST, STM, SEWER SOFTWARE, SYNC, PHALANX, LOSTBOYS, DMA AND ALPHA FLIGHT OH, I FORGOT THERE HAVE BEEN SOME CHANGES IN THE REPLICANTS, HERE'S THE NEW MEMBERS LIST : R.AL, FURY, SNAKE, COBRA, ELWOOD, DOM, EXCALIBUR. AS YOU CAN SEE THERE'S A MISSING ON THE LIST : RATBOY . WE HAVE LOST A GREAT CODER AND CRACKER BUT NOT JUST US, THE ATARI ST HAS LOST HIM... GOOD LUCK ON ARCHIMEDES... I THINK IT'S NOW TIME TO WRAP.....                  "
Global speed=4 ;-scroll text speed
Global xmove=512 ;-start the scroller in the mouth !
Global xmin=130         ;-end of scroller here
Global Letter=1         ;-scroll text start
CreateSprite(3,(#scroll_len),14) ;-draw scrolltext on here in a straight line first
TransparentSpriteColor(3,#White) ;-white is transparent as we need to draw the font on top of the raster for the raster to show though


Global Dim position.b(#scroll_len) ;-create an array for the scroll y positions
CopyMemory(?ypos,@position(0),#scroll_len) ;-copy it into the array, don't bother using restore and read!
CatchImage(1,?font) ;-ripped font 16x14
CatchSprite(4,?raster) ;-ripped raster

EndProcedure

Procedure Scroller()
StartDrawing(SpriteOutput(3))                                   ;-draw the scrolltext on this sprite first in a straight line
For l=0 To 25                                                   ;-draw 26 characters
ascii_val = Asc(UCase(Mid(scroll$, l+Letter, 1)))-32    ;-get the ascii value
GrabImage(1,2,ascii_val*16,0,16,14)                     ;-grab a letter
DrawImage(ImageID(2),xmove+(l*16),0)                    ;-draw it on our sprite
Next l
StopDrawing()

xmove-speed:If xmove=-(16*2):xmove=-16:Letter+1:EndIf ;-scroll left
If Letter=Len(scroll$):Letter=1:xmove=512:EndIf ;-check for text end

;-the raster and scrolltext are then cut up into 1x14 slices
;-the white text being displayed transparently on top of the raster so that the raster shows through.
For c=0 To #scroll_len-1
ClipSprite(4,0,position(c),1,14) ;-grab a raster slice
DisplayTransparentSprite(4,xmin+c,position(c)+216+#yoffset) ;-draw it
ClipSprite(3,c,0,1,14) ;-grab a scroll slice
DisplayTransparentSprite(3,xmin+c,position(c)+216+#yoffset) ;-draw it
Next c

EndProcedure

Procedure MoveLogo()

DisplayTransparentSprite(2,0,#yoffset) ;-main screen
logo_offset.f = 40 * Sin(angle.f) ;-use a simple sine calculation to move the logo
angle.f + 0.0525 ;-this is the movement speed
DisplayTransparentSprite(0,320-(SpriteWidth(0)/2),logo_offset+86) ;-draw the logo

EndProcedure


InitGraphics()

OSMEPlayMusic(?music,?musend-?music,1)

;-main loop start
Repeat
If fs=0:event=WindowEvent():EndIf       ;only use for windowed screens
ClearScreen(0)


Scroller()              ;-draw the scroller first
MoveLogo()              ;-then draw the main screen and moving logo
 

FlipBuffers()
Until GetAsyncKeyState_(#VK_ESCAPE)
OSMEStopMusic()
End



DataSection

ypos: :IncludeBinary"posdat.bin" ;-y position data for the text scroller.  The scroll length is 380 pixels wide between the mouths, so there are 380 bytes to read from the posdat.bin file.
font: :IncludeBinary"gfx\font16.bmp"
raster: :IncludeBinary"gfx\raster.bmp"
main: :IncludeBinary"gfx\main.bmp"
logo: :IncludeBinary"gfx\replogo.bmp"
music: :IncludeBinary"sfx\syntax_terror_loader.sndh"
musend:

EndDataSection

4
Purebasic / Re: ICS cracktro remakes
« on: April 11, 2018 »
You're welcome.
I have another few remakes to post with sources when I get around to commenting them.
In the meantime here are the zips for them with screenshots.
I'm back to work now so I'll get post the sources one at a time when they're done.


5
Purebasic / Re: ICS cracktro remakes
« on: April 06, 2018 »
Thanks ! :clap:
With the sources that could be much interresting  ;D

No source for these yet as they are incredibly messy and quite embarassing to look at, maybe some time.  ;)
BUT here's Fuzion 153 menu CD remake with the source.  A very quick remake this one as I  kinda liked it.




6
Cheers Rbz.
Link to my FB page with the other remakes on.
https://www.facebook.com/Krazyk.Remakes

7
Nice one Rbz.
Hope the patient responds to some gentle input.  ;)
 I have 4 more to add if you have time. Two from ICS and one from Replicants and Reanimators.



8
Purebasic / ICS cracktro remakes
« on: March 21, 2018 »
Another 2 ST remakes, this time from the International Cracking Service (ICS)
I've got 2 weeks off work so i've been busy...    :carrot:



[edit] made a better sine wave for the DGeneration scrolltext.  Happy now.




9
I know the original music came from the game Thrust but i'm not sure which demo it was in.  Time to start delving... :)

10
Purebasic / Sync - Fire and Forget Cracktro remake
« on: March 19, 2018 »
Just found this group last week so I decided to do one of their cracktros.  It seemed like a simple straightforward one at first but the font took a bit of ripping along with the scrolltext as it was hidden/crypted.  Finally got the raster bars routine cracked after a little bit of head scratching too.
This one took me a day from start to finish unlike a few other s where i've been on for days and days.

Full source included here including my custom Transparent image drawing library for x86 & x64.

This code though will only work with an x86 version of PureBasic 5.x due to the x86 OSME library.

Enjoy



11
Purebasic / Re: [Retroremake] Amstrad CPC for fun
« on: March 04, 2018 »
Nice work padman.  And here's the memory loaded dll version for a single exe file.  Added and changed a few lines to keep the window on top, hide the cursor and stop the crashing when clicking outside the window.  Still only x86 as Padmans says as there's no x64 dll.




12
Purebasic / Re: Star Wars Scroller / Crawler
« on: January 23, 2018 »
Ah crap!. 
I'll go back through and make sure all variables are doing what they're supposed to be doing! This may take some time.  Now 3 machines i've tested all appear to work fine.  Argghhh...
 ::)

13
Purebasic / Re: Star Wars Scroller / Crawler
« on: January 22, 2018 »
Hi ttemper, the compiled  exe should work on x64 too.  I guess not on yours though.
I've tried it on two  machines here.  x64 laptop with intel gfx, x64 pc with nvidia gfx.
What happens when you run the example code after copying the x64 library over?
Try changing the screen dimensons and post a screenshot. The screen height must be at least 200px.  Try 1600x900 as that look kinda nice.
Try installing the starwars.ttf font attached here in the zip to see if that makes any difference.

14
Purebasic / Re: Star Wars Scroller / Crawler
« on: January 19, 2018 »
Here's the first version of the x86 library compiled using 5.61.  Don't use it on x64 as it will not work.
I've tried to make it a simple as possible to use and only has 2 commands:

Crawler_Init & Crawler_Go
See the example for further details.

I've  included a small example which i'm sure can be added to for the full intro effect.

Edit:
New version 1.01 with a few extra parameters for x86 and x64

Also included is a nearly finished intro.




15
Purebasic / Star Wars Scroller / Crawler
« on: December 21, 2017 »
Has anyone ever managed to do a decent Star Wars scroller/crawler in PB without using the 3D engine or any other 3rd party 3D libraries like MP3D or Epyx?
I tried ages ago and failed but having been inspired by the latest movie release i've tried again and think I may have cracked it this time.  It's still early but it's working very smoothly and without and 3D libraries, just standard PB calls.  I'll make it into library and add a piece of test code when I have a bit more time as it's just an initialization call with the text address, width and height of the screen then a call from within the main loop to keep it going.
Quick screenshot of work in progress.

16
I don't have the Epyx library set up on my PC anymore so I can't test your code but here's the starfield canvas library attached with you previous modified code as an example.
Just rem out the bits you want for either 2D or 3D.

Put the library in your purelibraries\userlibraries folder and restart the compiler.

It's just a case of creating a canvas gadget and specifying the number of stars and the speed.  The starfield routine runs in a thread so it never disappears when you drag the window around or open a file requester.

I do see a problem if you release our patcher though.  You will have to distribute the fmod dlls  with the exe. 
You could use the built in PB commands though to use the Modplug format files like XM.




Code: [Select]


Enumeration
  #wmain
EndEnumeration

Define szFile.s
Define Text_offsetV.i

InitSprite()

OpenWindow(#wmain,150,50,500,360,"Single .EXE Dynamic patcher Jmg@2017 Esc to quit", #PB_Window_ScreenCentered)
SetWindowColor(#wmain,RGB(14, 10, 100))
StickyWindow(#wmain,1)


Text_File = TextGadget(#PB_Any, 150, 15, 290, 20, "", #PB_Text_Border)
Text_f1= TextGadget(#PB_Any, 50, 20, 30, 20, "File")
SetGadgetColor(Text_f1,#PB_Gadget_FrontColor,RGB(154, 154, 154))
SetGadgetColor(Text_f1,#PB_Gadget_BackColor,RGB(14, 10, 100))

Text_offsetC= TextGadget(#PB_Any, 50, 50, 90, 20, "Decimal Offset :")
SetGadgetColor(Text_offsetC,#PB_Gadget_BackColor,RGB(14, 10, 100))
SetGadgetColor(Text_offsetC,#PB_Gadget_FrontColor,RGB(154, 154, 154))

Text_offsetV= EditorGadget(#PB_Any, 150, 45, 90, 20)

Text_valueC=TextGadget(#PB_Any, 50, 80, 90, 20, "Decimal Value :")
SetGadgetColor(Text_valueC,#PB_Gadget_BackColor,RGB(14, 10, 100))
SetGadgetColor(Text_valueC,#PB_Gadget_FrontColor,RGB(154, 154, 154))


Text_valueV =EditorGadget(#PB_Any, 150, 75, 90, 20)
Button_SelectFile = ButtonGadget(#PB_Any, 50, 320, 140, 20, "Select File")
Button_PatchFile = ButtonGadget(#PB_Any, 310, 320, 140, 20, "Patch File")



Procedure.l Patch(file.s,location.l,byte.b)
  If OpenFile(0,file)
    FileSeek(0,location)
    WriteData(0,@byte,1)
    CloseFile(0)
    ProcedureReturn 1
EndIf
EndProcedure


;-=======================  Starfield Code ====================================================
Procedure Draw_Threaded(T)
  Repeat
   ;KK_DrawStars2D(0.05)    ;minus =left
   KK_DrawStars3D(-0.05)   ;-only use minus values for 3D
   
  ForEver
EndProcedure

canvwidth=480
canvheight=180
CanvasGadget(1,10,120,canvwidth,canvheight)

;KK_InitStars2D(250,1)                      ;-number of 2D stars
KK_InitStars3D(1000,1)                      ;-number of 3D stars, canvas number
CreateThread(@Draw_Threaded(),0)    ;-draw it inside a thread.  You can use BindEvent but it does flicker a bit.
 

;-==========================================================================

Repeat
Delay(1)          ;-give some time back to other windows.

  Select WindowEvent()
     
Case #PB_Event_Gadget
      Select EventGadget()
         
Case Button_SelectFile
          szFile = OpenFileRequester("Select file to patch", "", "*.*", 0)
          If szFile
            SetGadgetText(Text_File, szFile)
Else
EndIf
         
         
Case Button_PatchFile     
          offValue=  Val(GetGadgetText(Text_offsetV))
          byteValue = Val(GetGadgetText(Text_valueV))
          Patch(szFile, offValue, byteValue )
          MessageRequester("Info"," File patched successfully ! ...")
         
         
EndSelect
EndSelect
 
Until GetAsyncKeyState_(#VK_ESCAPE) 




17
You can probably use the graphics command (not sure on MAC ) but not the sndh replay as that windows only.  Try taking out the sndh replay bits and see what happens.

18
Hi waste,
What version of PB are you using as I have a custom 2D / 3D starfield library that you can draw on a canvas gadget?
You don't need to use the Epyx FX library with this library.

It's only for x86 at the moment but I can easily recompile it for x64.

Attached is your compiled code with both variations. 
I can put tegether a sample piece of code if you want to use it.

 ;)



19
Projects / The Fingerbobs - Ripped Off 87 remake
« on: August 26, 2017 »
Here's a quick remake i've just discovered by The Fingerbobs from 1991.  Watched the little man for ages on this animation and still cant's figure out where it starts !
 :)


20
Projects / Re: Back once again...
« on: August 06, 2017 »
Thanks guys.  I've re-compiled it now and it doesn't lose focus and crash.  :cheers:


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