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Messages - Blacksheep8Bit

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1
Currently only C. I do know more languages, but as a matter of fact I don't mind working more to get a better result ;).

I am trying to code my first synth, it's modules will be converted from XM to a smaller format, and played in real time with sync support, 4kb with chiptune music!

2
General chat / Re: LIVE: Countdown to PlayStation 4
« on: February 13, 2013 »
PS4? But I didn't even bought my PS3 already, Haha. I will keep with my PC, but sure there will be awesome games coming, I guess I will just have to wait for the PC port ;)

3
Projects / Re: Abstractro
« on: February 05, 2013 »
Awesome as usual C3lt1c, I guess all you need now is a crack for your cracktro haha, have you ever thought about trying to make a team with someone lol.

4
Projects / Re: My 1kb textmode console spinning sphere.
« on: February 05, 2013 »
@Kirl: Actually I was planning to make a more complex shading system, this was just experimental. So bad this year I won't have much free time because of my studies, but somewhere around July I will try to release something good, maybe I can try make an demo for this UDG compo, and I already knew that porn movie LOL.

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Projects / Re: My 1kb textmode console spinning sphere.
« on: February 04, 2013 »
Thanks guys for the feedback as usual, maybe next week I will be trying to learn how to use 4klang, and maybe my next release will be a 4k haha.

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Projects / Re: My 1kb textmode console spinning sphere.
« on: February 04, 2013 »
Which version of Windows is this for? I've tried it will XP and it doesn't run.

I can try with Win7 in the morning.
It ran well on Windows 7, I will host some virtual machines tomorrow and test from 2003 to windows 8 to see where I am failing at haha, thanks.

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Projects / My 1kb textmode console spinning sphere.
« on: February 03, 2013 »
The concept:
  • Create a popup window with the size (in characters per width and per height, ex: 80x24 which is the normal console width*heighr in characters) of your console, since it's going to be invisible, we have no need to implement a WindowProc function nor a MSG loop, since the user will never interact with this window, so in the WNDCLASSEX we put DefWindowProc as our WNDPROC function or we create and get the hDC from a edit control.
  • Create a OpenGL context for this window.
  • Create a char buffer which will represent the console screen, make it the same size of the window and console (in this case 80x24)
  • Create a intencity/shades table which will contain special characters such as a "block" or a "chess block" to represent the different shades of gray
  • Clear the Window and draw what ever you want (in this case a sphere)
  • Using glGetPixels copy the image on the window to a temp_buffer where you will convert the colors to indexes in your intencity table to a final buffer which is made of chars.
  • Print the char buffer to console
  • Clear the console screen (cls) and SwapBuffers in the window Set the cursor to position 0,0 (which is faster) and SwapBuffers
  • goto 5

The code is made with C and it's compiled using Visual C++ 2010 and Linked under Crinkler to a final size of 1kb.
The sphere is made using Glu's gluSphere, haters gonna hate.
You are permited to copy, use and reuse this code, as long you put my name in the greetings section ;)
This code is licensed under the human rights.

Not really a demo, just a test anyway haha, source code included :).

8
lol @ unlimited detail technology
And I thought I was the only one. LOL

9
Wow, what a trip.

But the  "The penguin cannot ever obtain the basket ball." on the readme made me kinda sad, because thats our life bro, we are the penguins, we will never reach the ball, thats.... deep... bro...

10
Worked fine on Opera, the music fit well with the cube and "that effect that i don't remember the name but it's commonly used on oldskool demos" :)

11
General chat / Re: Merry Xmas and Happy New year to all
« on: December 25, 2012 »
Merry China's Constitution Day and Constitutional Government Day and happy Horus birthday! jk ;)

Happy holidays, everyone!
And another year goes by, and demoscene is still alive.

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Challenges & Competitions / Re: HALLOWEEN COMP 2012!
« on: November 05, 2012 »
This competition was 2spooky4me.

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Challenges & Competitions / Re: [SPOOKY] 2spooky4u
« on: November 05, 2012 »
Thanks for the video. Cool poem, did you write that?
Actually the chiptune is a remake of this:
http://www.youtube.com/watch?v=K2rwxs1gH9w

So do the lyrics :)

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Challenges & Competitions / Re: [SPOOKY] DEMOnic
« on: November 03, 2012 »
Brilliant effects and music, Kirl. If I have to compete against this, I already lost haha :D

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Challenges & Competitions / Re: [SPOOKY] 2spooky4u
« on: November 01, 2012 »
Thank you guys for the Feedback, it was meant to look like some retro oldskool intro.

Moroboshisan and spitfire i guess a install of your CPU drivers would help, since no textures are being rendered and both of you have no GPU.

I will upload a video so you guys can see it ;)

Edit: The uploading is done, the video is now in the first post ;)

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Like Jace_stknights said, Wonderful!

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Challenges & Competitions / [SPOOKY] 2spooky4u
« on: October 31, 2012 »
Hello fellas, this is my demo for our well known spooky competition, now in 13Kbs! That's why I love compression methods so much!
Enjoy, and try not getting afraid ;)

Also, if you have any problem with the 13Kbs version (compressed using kkrunchy) such as incompatibility with your Windows version or Wine for Linux users, or Anti-Virus, I also uploaded a uncompressed version, inside the Attachment, that's all folks.


And when I say 13 Kbs, i mean 13370 bytes, but it's also for the unlucky number, thats why I love compression.

[youtube]http://www.youtube.com/watch?v=agBnC4S6VSU&feature=youtu.be[/youtube]

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Challenges & Competitions / Re: [SPOOKY] C3lt1c
« on: October 19, 2012 »
Nice work bro, 2spooky4me.
K++

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Challenges & Competitions / Re: HALLOWEEN COMP 2012!
« on: October 17, 2012 »
I Guess i will need to polish my Framework a little more... SPOOKY SCARY SKELETONS

20
I hate to be demotivating but XM is one of the most fiddly formats to ever exist. There is no precise specs which means your mileage will vary with other players.

Personally, I would go with the Protracker MOD module format instead, doesn't have things like instruments to make things trickier like envelopes. Yet it will still provide a excellent challenge (and there is decent music in MOD around).
I Know, i am currently stuck at the instrument loading part, why triton, why did you had to make it so hard? By the way, i will be releasing the code now, i guess i won't take this as far as i though i would take, let me just organize this bitch. /rage

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