Dark Bit Factory & Gravity
GENERAL => Challenges & Competitions => Topic started by: Shockwave on July 10, 2006
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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 removed, use the listing below instead :)
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Use this version instead :)
'
' 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 1,0,0,0,1,1,0
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 0,0,0,0,0,0,0
data 0,0,0,0,0,0,0
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Thats well cool, nice one dude.
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Thanks :) It's turned out about how I expected.. Barely readable!!
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This version is very readable matey.
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Lol, you're too kind!
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an executable for me, please :)
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Ok, here you are rbraz :)
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I thought I was gong blind on the first vesion lol ::) Well done :) :cheers:
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Yeah, very cool ASCII scroller :||
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Cheers, I'll just have to work on turning it into a complete intro for the final part :)