Author Topic: Ascii Sinscroll.  (Read 2904 times)

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Offline Shockwave

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Ascii Sinscroll.
« on: July 10, 2006 »
This code is pretty poor and very messy, I'm sorry about that I hacked it together in about 20 mins using my 3D starfield code and an old sinscroll source I had lying around.. Anyway here it is in all it's lameness.

Press Alt+Enter for fullscreen where you may actually be able to read it!

Code: [Select]

Code removed, use the listing below instead :)

« Last Edit: July 12, 2006 by Shockwave »
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Offline Shockwave

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Re: Ascii Sinscroll.
« Reply #1 on: July 11, 2006 »
Use this version instead :)

Code: [Select]
'
' Gfxlib Ascii Sinescroll Coded By Shockwave ^ DBF
'
'-------------------------------------------------------------------------------

    OPTION STATIC
    OPTION EXPLICIT
   
'-------------------------------------------------------------------------------
' SET SCREEN MODE
'-------------------------------------------------------------------------------

    CONST XR = 640: ' XRES
    CONST YR = 480: ' YRES
    windowtitle ""   
    SCREENRES XR , YR , 32 , 2 ,  , 85
    setmouse 0,0,0
'
'176 177 178 219
'

 dim shared COLOURS(4000) as uinteger:       '               Colour Palette 1.
 dim shared gfxbuffer(80,60) as ubyte :' Will be used to store the ascii character
 dim shared ACbuffer(80,60) as ubyte :' Will be used to store the colour weight in ascii
 dim shared screenbuffer(160,120):' Will hold the render of the screen to be broken down into 2*2 blocks
 dim shared GSbuffer(160,120):' Will hold the colour weight in screen.
dim shared gadd,gadd2 as integer
 declare sub render()
 declare sub DB()
     declare sub GENERATE_COLOURS()
 dim shared FONT (63 * 95) as integer
 DIM SHARED AS INTEGER LP
        FOR LP=1 TO (63*95)
                READ FONT(LP)
        NEXT       
       
        DECLARE SUB MESSAGE()
        DIM SHARED SCPTR AS INTEGER:' Letter Pointer In Scroll String.
        DIM SHARED SCROFF AS DOUBLE:' Offset Used To Scroll Text       
        Dim Shared scrolltext as string:' Holds Text.
        '=======================================================================
        'Our Text;
        '=======================================================================
        scrolltext=""               
        scrolltext=scrolltext+"                     "
scrolltext=scrolltext+"YOU HAVE NO IDEA WHAT A PAIN IN THE ASS THIS WAS TO MAKE THE SCROLL READABLE..."
scrolltext=scrolltext+"  ---- SHOCKWAVE OF DBF ----  Presents an ASCII Sine scroll....   THIS IS NOT VERY "
scrolltext=scrolltext+"REMARKABLE BUT IT WILL BE IMPROVED BEFORE THE NEXT PART OF THE CHALLENGE.. OH YES! "
scrolltext=scrolltext+"ANYWAY, TIME FLIES LIKE AN ARROW.... FRUIT FLIES LIKE A BANANA! Bye...   "
scrolltext=scrolltext+""
scrolltext=scrolltext+""


scrolltext=scrolltext+"                             "
       
        SCROFF=0
        SCPTR=0

 declare sub DBFTEXT(BYVAL BX AS INTEGER , BYVAL BY AS INTEGER , BYVAL CH AS INTEGER , BYVAL CLR AS INTEGER)
'-------------------------------------------------------------------------------
' Init Double Buffering Stuff;
'-------------------------------------------------------------------------------
 
 dim shared as integer workpage,vispage
 workpage=0
 vispage=1

 declare sub convert()


 
  GENERATE_COLOURS()
'-------------------------------------------------------------------------------
' Main Loop;
'-------------------------------------------------------------------------------

DO
    GADD=GADD+2
    GADD2=GADD2-3
   
    message()           
    convert()
    render()   
    DB() 
   
LOOP UNTIL INKEY$=CHR$(27)
END


SUB MESSAGE()
    dim hop,ecl,CH as integer
   
    HOP=0:' Used to jumpto next letter pos
   
   
    FOR LP=1 TO 13
       
       
        CH=(ASC(MID(SCROLlTEXT,LP+SCPTR,1)))-31:' Get Ascii for char
        '-----------------------------------------------------------------------
        ' Call DBF Custom Text Routine;
        '-----------------------------------------------------------------------
        DBFTEXT (HOP-scroff,55,CH,255)
        HOP=HOP+14
    NEXT
    '--------------------------------
    'Scroll And Update If Needed; ---
    '--------------------------------
    scroff=scroff+2
    if scroff> 14 then
        scptr=scptr+1
        if scptr>(len(scrolltext)-10) then scptr=0
        scroff=scroff-14
    end if
   
END SUB

sub DBFTEXT(BYVAL BX AS INTEGER , BYVAL BY AS INTEGER , BYVAL CH AS INTEGER , BYVAL CLR AS INTEGER)
dim blx,bly,BM,SNVAL,SNVAL2,MM,UFX,UFY as integer
IF CH<0 OR CH>95 THEN CH=1
    '---------------------------------
    'Calculate Offset In Font Data;---
    '---------------------------------
    bm=(ch*63)-63
        UFY=0
    FOR BLY=0 TO 8
        UFX=0
    FOR BLX=1 TO 7
        snval=12*COS((BLX+BX+GADD)/76)
        snval2=12*COS((BLX+BX+GADD2)/33)
        '--------
        'Clip;---
        '--------
        IF (BX+UFX>0) AND (BX+UFX<=158) AND (BY+UFY+snval+snval2>0) AND (BY+UFY+snval+snval2<118) THEN
           
            '----------------------------------------------------
            'Draw Pixel In Buffer If Onscreen And If Binary 1 ---
            '----------------------------------------------------           
            MM= FONT(((BLY*7)+BLX)+BM)
            IF MM >0 THEN
                SCREENBUFFER ((BX+UFX),(BY+UFY+snval+snval2))=1
                GSBUFFER ((BX+UFX),(BY+UFY+snval+snval2))=500
                SCREENBUFFER ((BX+UFX),(1+BY+UFY+snval+snval2))=1
                GSBUFFER ((BX+UFX),(1+BY+UFY+snval+snval2))=500
                SCREENBUFFER ((BX+UFX+1),(BY+UFY+snval+snval2))=1
                GSBUFFER ((BX+UFX+1),(BY+UFY+snval+snval2))=500
                SCREENBUFFER ((BX+UFX+1),(1+BY+UFY+snval+snval2))=1
                GSBUFFER ((BX+UFX+1),(1+BY+UFY+snval+snval2))=500
               
               
            END IF
        END IF
        UFX=UFX+2
    NEXT
    UFY=UFY+2
    NEXT

   
END SUB


'-------------------------------------------------------------------------------
' Convert Faux screen into ascii;
'-------------------------------------------------------------------------------


sub convert()
dim as integer xx,yy,tally,flx,fly
fly=0
for yy=1 to 118 step 2
    flx=0
for xx=1 to 158 step 2
    flx=flx+1
    tally=0
   
    if screenbuffer(xx,yy)     =1 then tally=tally+1
    if screenbuffer(xx+1,yy)   =1 then tally=tally+1
    if screenbuffer(xx+1,yy+1) =1 then tally=tally+1
    if screenbuffer(xx,yy+1)   =1 then tally=tally+1
   
    if tally=1 then gfxbuffer(flx,fly)=176
    if tally=2 then gfxbuffer(flx,fly)=177
    if tally=3 then gfxbuffer(flx,fly)=178
    if tally=4 then gfxbuffer(flx,fly)=219
   
    ACbuffer(flx,fly) = (GSbuffer(xx,yy)+GSbuffer(xx+1,yy)+GSbuffer(xx+1,yy+1)+GSbuffer(xx,yy+1)) SHR 1
   
next
fly=fly+1
next

end sub



'-------------------------------------------------------------------------------
' Sub to do Double Buffer;
'-------------------------------------------------------------------------------

sub DB()
   
    '===============
    '=DOUBLE BUFFER=
    '===============
   
    SCREENSET WORKPAGE,VISPAGE   
    SCREENSYNC
    WORKPAGE  XOR = 1
    VISPAGE  XOR  = 1

end sub

'-------------------------------------------------------------------------------
' Sub to render the ascii and also empty out the old ascii buffer;
'-------------------------------------------------------------------------------


sub render()
    dim as integer x,y
    for x=2 to 79
        for y=2 to 59

            '===================
            '=Render gfxbuffer;=
            '===================
           
            color (colours(ACbuffer(x,y)),0)
            locate y,x
            print chr$(gfxbuffer(x,y))
           
            '==================
            '=Clear gfxbuffer;=
            '==================
           
            gfxbuffer(x,y)=0
            ACbuffer(x,y)=0
           
        next
    next
    for x=1 to 160
    for y=1 to 120
         screenbuffer(x,y)=0
         GSbuffer(x,y) =0
    next
    next
end sub


SUB GENERATE_COLOURS()
   
    dim as double A,RD,GR,BL

    RD=0
    GR=0
    BL=0

   
   
   
   
    FOR A=1 TO 4000
       
        if a<80 then
            rd=rd+.4
            gr=gr+.2
            bl=bl+.2
           
           
           
        end if
       
        if A> 80 and RD<255 then RD=RD+1
        if A>140 AND GR<255 then GR=GR+1
        if A>290 and BL<255 then BL=BL+1

       
       
       
        COLOURS(A) =  RGB (int(RD),int(GR),int(BL))
       

    NEXT

 

END SUB



'==============================================================================
' Binary Font By Shockwave / DBF; (95 Chars)
'==============================================================================

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data 1,1,1,0,1,1,1
data 0,1,0,0,0,1,0
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data 0,1,0,1,0,1,0
data 0,0,1,0,1,0,0
data 0,0,1,0,1,0,0
'x
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data 0,0,0,0,0,0,0
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data 0,0,1,1,1,0,0
data 0,0,1,1,1,0,0
data 0,1,0,0,0,1,0
data 1,1,1,0,1,1,1
'y
data 0,0,0,0,0,0,0
data 0,0,0,0,0,0,0
data 0,0,0,0,0,0,0
data 1,1,1,0,1,1,1
data 0,1,0,0,0,1,0
data 0,1,0,0,0,1,0
data 0,0,1,0,1,0,0
data 0,0,0,1,0,0,0
data 0,1,1,0,0,0,0
'z
data 0,0,0,0,0,0,0
data 0,0,0,0,0,0,0
data 0,0,0,0,0,0,0
data 1,1,1,1,1,1,0
data 1,0,0,0,1,0,0
data 0,0,0,1,0,0,0
data 0,0,1,0,0,0,0
data 0,1,0,0,0,1,0
data 1,1,1,1,1,1,0
'{
data 0,0,0,0,1,1,0
data 0,0,0,1,0,0,0
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data 0,0,0,1,0,0,0
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'|
data 0,0,0,1,0,0,0
data 0,0,0,1,0,0,0
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'}
data 0,1,1,0,0,0,0
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'~
data 0,0,0,0,0,0,0
data 0,1,1,0,0,0,1
data 1,0,0,1,0,0,1
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Shockwave ^ Codigos
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Offline Clyde

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Re: Ascii Sinscroll.
« Reply #2 on: July 11, 2006 »
Thats well cool, nice one dude.
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Offline Shockwave

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Re: Ascii Sinscroll.
« Reply #3 on: July 11, 2006 »
Thanks :) It's turned out about how I expected.. Barely readable!!
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Offline Clyde

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Re: Ascii Sinscroll.
« Reply #4 on: July 11, 2006 »
This version is very readable matey.
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Offline Shockwave

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Re: Ascii Sinscroll.
« Reply #5 on: July 12, 2006 »
Lol, you're too kind!
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Offline Rbz

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Re: Ascii Sinscroll.
« Reply #6 on: July 12, 2006 »
an executable for me, please  :)
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Offline Shockwave

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Re: Ascii Sinscroll.
« Reply #7 on: July 12, 2006 »
Ok, here you are rbraz :)
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Offline Ghost^BHT

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Re: Ascii Sinscroll.
« Reply #8 on: July 12, 2006 »
I thought I was gong blind on the first vesion lol   ::)    Well done :)  :cheers:

Offline Rbz

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Re: Ascii Sinscroll.
« Reply #9 on: July 12, 2006 »
Yeah, very cool ASCII scroller  :||

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Offline Shockwave

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Re: Ascii Sinscroll.
« Reply #10 on: July 13, 2006 »
Cheers, I'll just have to work on turning it into a complete intro for the final part :)
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