Dark Bit Factory & Gravity
PROGRAMMING => Purebasic => Topic started by: KrazyK 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=6515.msg83094#msg83094)
http://www.dbfinteractive.com/forum/index.php?topic=6521.msg83116#msg83116 (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=6316.msg82018#msg82018)
http://www.dbfinteractive.com/forum/index.php?topic=5296.msg81525#msg81525 (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=6171.msg81038#msg81038)
http://www.dbfinteractive.com/forum/index.php?topic=6149.msg80731#msg80731 (http://www.dbfinteractive.com/forum/index.php?topic=6149.msg80731#msg80731)
http://www.dbfinteractive.com/forum/index.php?topic=6152.msg80756#msg80756 (http://www.dbfinteractive.com/forum/index.php?topic=6152.msg80756#msg80756)
More sources to come ;)
;-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
-
Good stuff. Keep 'em coming! :D
-
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.
;-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
-
Cracktro source for Awesome CD 7
;Awesome CD 7
;Code & Graphics: Ruthless & Magnum
;Music: Lap
;Year: 1991
;Remake: KrazyK 2015
;Purebasic 5.62 Source (x86)
DataSection
allfont:
IncludeBinary"gfx\allfont.bmp" ;my ripped font. This too a long time to put together!
awe:
IncludeBinary"gfx\awesomegold.bmp" ;cool gold logo !
copper:
IncludeBinary"gfx\copper.bmp" ;copper strip, cheating slightly ! :-)
typefont:
IncludeBinary"gfx\font2.bmp" ;text typing font
music:
IncludeBinary"sfx\lap_33.sndh":musend: ;ripped LAP music
ydata:
IncludeBinary"ydata.bin":ydataend: ;ripped sine table for logo bounce
EndDataSection
fs=0
#xres=640
#yres=480
#offset=0
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
;-==================== Scroller variables ==============================
Global Scroll$=Space(10)
Scroll$+"HELLO AND WELCOME TO ANOTHER SELECTION OF BRAND NEW GAMES... THIS TIME RUTHLESS BRINGS YOU COMPACT MENU NUMBER SEVEN. THE RELEASE DATE OF THIS MENU IS SATURDAY THE THIRD OF AUGUST AND YOU SHOULD HOPEFULLY RECIEVE THIS MENU ALONG WITH AWESOME MENUS EIGHT AND NINE...... GAME ONE WAS CRACKED FILED AND PACKED BY CAMEO OF THE REPLICANTS THE DOCS WERE SUPPLIED BY THE SCORPION AND WRECKERS WAS CRACKED FILED AND PACKED BY ZELDA..... I AM PLEASED TO SEE THAT THE SOFTWARE SCENE IS PICKING UP AGAIN, WHICH MEANS MORE MENUS AND LESS TIME IN BETWEEN MENUS.... CREDITS FOR THIS MENU GOTO...... CODING BY RUTHLESS AND MAGNUM..... AND MUSIC BY LAP..... WHAT DO YOU THINK OF THIS GREAT FONT.... IT IS NICE TO LOOK AT BUT THERE ARE NO PUNCTUATION MARKS OR NUMBERS..... ANYWAY I WILL DO THE GREETINGS AND LET YOU GET ON WITH PLAYING ONE OF THE GREAT GAMES... AWESOME GREETS GOTO.... THE REST OF AWESOME WHO ARE.... ZELDA.... THE SCORPION.... ....THE EDITMAN.... ....PHOENIX.... ....DEMON X.... OTHER GREETS GOTO ...THE SYNDICATE ESP. ONIXUS... ...THE MEDWAY BOYS ESP. GINO AND ZIPPY... ...THE POMPEY PIRATES ESP. GENIE AND THE ALIEN... ...THE SOURCE ESP. FROSTY AND KALAMAZOO... ...INNER CIRCLE ESP. GRIFF AND MASTER... ...MUG UK... ...NOW FIVE ESP. STORMLORD AND FALCON... ...THE RADICAL BANDITS ESP. THE RUDE DUDE AND DEREK MD... ...THE REPLICANTS ESP. CAMEO... ...MAD VISION ESP. THE HIGHLANDER... ...ELECTRONIC... ...THUNDERFORCE ESP. MATRIX AND VORTEX... ...THE QUARTET ESP. BLOODANGEL AND NICK... ...FOFT ESP. THE AVENGER... ...BENNY... ...SPECIAL FX ESP. JAM... ...THE BBC ESP. ANDY... ...IMPACT ESP. TOXIC... ...NEW POWER GENERATION... ...EVIL FORCE ESP. JASON ELITE... ...FUZION ESP. DOCNO... ...TSB... BAD BOYS IN BELGUIM ESP. PETER... ...ALAN B... ...THE ELITE... CLOCKWORK ORANGE ESP. QUATRO....... NORMAL GREETINGS GOTO ...AUTOMATION ESP. MOB AND TBE... ...X-RATED ESP. PEDRO AND MYSTIC... THE UNTOUCHABLES ESP. MATT... ...LOTUS... ...GENESIS INC ESP. REMEREZ AND LAWZ... ...EGOTRIPPERS ESP. KEGGS... ...MAGNUM... ...TIMEWARP ESP. DR BAD VIBES... ...TITANIC TARZAN ON ICELAND... ...IENX ESP. IVO... ...RAEGUN... ...TERMINATORS ESP. VAMPIRE... ...CARL... ...PRESIDENT... ...MARK ANTHONY... ...TATTOO... ...SUPERIOR... ...NEXT... ...ULM... AND THE OVERLANDERS... OK I AM OFF NOW TO DO ANOTHER MENU SO UNTIL AWESOME MENU EIGHT I WILL LEAVE YOU TO READ MY BORING DRIVEL AGAIN AND AGAIN AND AGAIN AND AGAIN AND AGAIN..... ...LETS WRAP... BYEEEEEEEEEE "
Global TLen=Len(Scroll$)
Global Xmove=#xres
Global Letter=0
Global TVal
#FontWidth=128
#FontHeight=128
#ScrollSpeed=16
CreateSprite(1,640,128) ;draw font images on this sprite then display it on screen
CopySprite(1,3) ;make a copy to copy back !
CatchImage(1,?allfont) ;our ripped 128x128 font strip
CreateImage(100,128,128) ;space
;-======================================================================
Declare FlipSprite(SNUM)
Global MenuText$=""
MenuText$+ "COMPACT MENU #7 "
MenuText$+ " "
MenuText$+ "1. F-15 STRIKE "
MenuText$+ " EAGLE II "
MenuText$+ "2. F-15 STRIKE "
MenuText$+ " EAGLE II DOCS "
;CLEAR THE SCREEN
MenuText$+ " "
MenuText$+ " "
MenuText$+ " "
MenuText$+ " "
MenuText$+ " "
MenuText$+ " "
MenuText$+ "3. WRECKERS "
MenuText$+ "0. 50/60 HERTZ "
MenuText$+ " "
MenuText$+ " "
MenuText$+ "NOW LOOK BELOW AND "
MenuText$+ "READ THE SCROLLER..."
;CLEAR THE SCREEN
MenuText$+ " "
MenuText$+ " "
MenuText$+ " "
MenuText$+ " "
MenuText$+ " "
MenuText$+ " "
Global tm=ElapsedMilliseconds()
Global Awesome=CatchSprite(#PB_Any,?awe) ;Gold Awesome logo sprite
Global AwesomeFlipped=CopySprite(Awesome,#PB_Any):FlipSprite(AwesomeFlipped) ;Gold Awesome logo sprite flipped
Global AwesomeYPos.f=0
Global DataPos=1206-450
Global Counter=0
;disable backface culling for flipping sprites
Define d3d.IDirect3DDevice9
EnableASM
!extrn _PB_Screen_Direct3DDevice
!MOV dword EAX, [_PB_Screen_Direct3DDevice]
!MOV dword [v_d3d],EAX
DisableASM
#D3DRS_CULLMODE=22
#D3DCULL_CCW=1
;disable culling
d3d\SetRenderState(#D3DRS_CULLMODE,#D3DCULL_CCW)
Procedure FlipSprite(SNUM)
SW= SpriteWidth(SNUM)
SH= SpriteHeight(SNUM)
; 1) 0,0 - 2) SW,0 - 3) SW,SH - 4) 0,SH
; flipped 1 2 3 4 to 4 3 2 1
TransformSprite(SNUM,0,SH,SW,SH,SW,0,0,0)
EndProcedure
Procedure MirrorSprite(SNUM)
SW= SpriteWidth(SNUM)
SH= SpriteHeight(SNUM)
; 1) 0,0 - 2) SW,0 - 3) SW,SH - 4) 0,SH
; mirrored 1 2 3 4 to 2 1 4 3
TransformSprite(SNUM,SW,0,0,0,0,SH,SW,SH)
EndProcedure
Procedure MakeCopper() ;fake copper colours for ST !
CatchImage(1000,?copper) ;copper strip
ResizeImage(1000,640,(32*6)+20) ;6 rows of menu text + gaps
CreateImage(1001,640,(32*6)+20) ;blank image for drawing the copper effect on
CreateSprite(1001,640,(32*6)+20) ;also create a sprite to draw onto to show
TransparentSpriteColor(1001,#White)
CopySprite(1001,1002) ;make a copy
CreateSprite(2000,640,(32*6)+20)
TransparentSpriteColor(2000,#White)
CopySprite(2000,2001)
CatchImage(2000,?typefont) ;our ripped text typing font
Global CopperY=0
Global TypeX=0
Global TypeY=0
Global TypeLines=1 ;6=max
Global TypeLetter=1 ;20-max
Global TypeScreens=1 ;5=max
EndProcedure
Procedure DrawCopperOnImage() ;draw on copper image buffer 1001, the type text buffer image. Draw it on sprite 1001
StartDrawing(SpriteOutput(1001))
DrawImage(ImageID(1000),0,CopperY)
DrawImage(ImageID(1000),0,CopperY+((32*6)+20))
StopDrawing()
CopperY-2
If CopperY=<-((32*6)+20):CopperY=0:EndIf ;move the copper screen up the image until it is reaches it's minumum position
DisplaySprite(1001,0,0)
EndProcedure
Procedure MakeBorders()
ClearScreen(RGB(0,0,160)) ;blue
Global BlueBorder=GrabSprite(#PB_Any,0,0,640,160) ;
EndProcedure
Procedure Scroller()
DisplaySprite(BlueBorder,0,362) ;display blue border
DisplayTransparentSprite(AwesomeFlipped,0,850-AwesomeYPos);display the gold awesome flipped logo
StartDrawing(SpriteOutput(1)) ;draw on the scroll sprite
For L=1 To 7 ;7 letters
TVal=Asc(Mid(Scroll$,Letter+L)) ;calculate hte correct character number
Select TVal
Case 65 To 90 ;A to Z
TVal-65
Default ;every other letter = space
TVal=100
EndSelect
GrabImage(1,2,TVal*128,0,128,128) ;grab our font character as an image from the ripped font strip
DrawImage(ImageID(2),Xmove+(L*#FontWidth),0)
Next L
StopDrawing()
DisplayTransparentSprite(1,0,222) ;display the sprite scroll
CopySprite(1,2) ;make a copy of it to flip
FlipSprite(2)
DisplayTransparentSprite(2,0,373) ;display it lower down
DisplaySprite(BlueBorder,0,470) ;display blue border at bottom of screen like the original
Xmove-#ScrollSpeed:If Xmove=-(#FontWidth*2):Xmove=-#FontWidth:Letter+1:EndIf
If Letter=TLen:Letter=0:Xmove=#xres:EndIf
EndProcedure
Procedure AwesomeBounce()
AwesomeYPos=PeekW(?ydata+DataPos)*1.5
DisplayTransparentSprite(Awesome,0,AwesomeYPos-225)
DataPos-4
If DataPos<=0:DataPos=1206-450: EndIf
EndProcedure
Procedure TypeText() ;draw the copper effect of a buffer, then draw the type text on another buffer and display it on the copper buffer
DrawCopperOnImage() ;draw the copper effect on the copper image buffer 1001
If ElapsedMilliseconds()-tm>60 ;only draw every other frame
StartDrawing(SpriteOutput(2000)) ;text typing sprite buffer
TypeletterVal=Asc(Mid(MenuText$,TypeLetter))-32 ;calculate the ascii value of out menu text letter
GrabImage(2000,3000,32*TypeletterVal,0,32,32) ;grab the correct font image from the strip
If IsImage(3000)
DrawImage(ImageID(3000),TypeX,TypeY,32,32) ;ok to draw it on our sprite buffer
EndIf
StopDrawing()
TypeLetter+1
TypeX+32
If TypeX=640
TypeX=0
TypeY+32+4
TypeLines+1
EndIf
If TypeLines=7
TypeLines=1
TypeScreens+1
TypeY=0
TypeX=0
EndIf
If TypeScreens=5
TypeX=0
TypeY=0
TypeLines=1
TypeScreens=1
TypeLetter=1
CopySprite(2001,2000)
EndIf
tm=ElapsedMilliseconds()
EndIf
DisplayTransparentSprite(2000,0,0)
EndProcedure
MakeBorders()
MakeCopper()
OSMEPlayMusic(?music,?musend-?music,1)
Repeat
If fs=0:event=WindowEvent():EndIf
ClearScreen(0)
TypeText() ;behind Awesome logo
AwesomeBounce() ;behind scroll text
Scroller() ;128 x 128 scroll text
FlipBuffers()
Until GetAsyncKeyState_(#VK_ESCAPE)
OSMEStopMusic()
End
-
Thanks for source share (again!).
BTW, have sent you a couple of PM's. Received?
-
Thanks for source share (again!).
BTW, have sent you a couple of PM's. Received?
Received. ☺
-
hopefully I can setup a "compiling environment" in order to get these things to work on my machine.
thanks.
-
hopefully I can setup a "compiling environment" in order to get these things to work on my machine.
thanks.
@Dr.Zeissler
Here's another one for you to test then to see if it works on your retro setups.
-
Thx! compiling environment is set. I purchased PureBasic and installed Version 4.61 on my PPC G4 MacMini OSX Panther 10.3.9.
That will be my machine for making/compiling 68k intros/cracktros to OSX/PPC. A platform which has none of this stuff.
Should be powerful enough for most of these things (G4-1.4Ghz, R9200/32MB)
Doc
-
"OSME library" not available for OSX/PPC
https://github.com/slippyex/OSME/tree/master/OSMEngine.v.0.92.source
Any "alternatives" known?