Author Topic: Text Using TinyPTC (ez)  (Read 2404 times)

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Offline Roly

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Text Using TinyPTC (ez)
« on: May 17, 2006 »
Original post from Shockwave, taken from the ezboard forum

Here's a new version of the intro I am working on, this now has a text routine and a binary font :)

All 100% TinyPTC.
Compresses down to about 15kb.

 
Code: [Select]
'
' By Shockwave / DBF 2006
'
' THIS INTRO IS UNFINISHED, BUT WILL BE FINISHED IN THE NEXT WEEK OR TWO.
' IT IS POSTED TO HELP THOSE WHO ARE TRYING TO LEARN HOW TO USE THE TINYPTC LIB
' IN FREEBASIC.
'
'*** Only ABOUT 15KB When Crunched!!!!!! ***
'
'-------------------------------------------------------------------------

'-------------------------------------------------------------------------
' Includes.
'-------------------------------------------------------------------------
'        #define PTC_WIN
        #Include Once "tinyptc.bi"

'-------------------------------------------------------------------------
' Open 640 X 480 Screen.
'-------------------------------------------------------------------------

        If( ptc_open( "Stars", 640, 480 ) = 0 ) Then
        End -1
        End If
   
'-------------------------------------------------------------------------
' Variable Definitions.
'-------------------------------------------------------------------------
        Dim Shared LP As Integer: ' Used In Loops.
        Dim Shared As Integer Buffer( 640 * 480 ):' Screen Buffer.
        DIM SHARED AS INTEGER CPAL (255):' Holds Palette.
        Dim Shared GADD As Integer:' General Purpose Variable Just Ticks Up.
        Dim Shared SMSIN As DOUBLE:' Holds X Movement.
        DIM SHARED SMCOS As DOUBLE:' Holds Y Movement.
        DIM SHARED ZMCOS As DOUBLE:' Holds Z Movement.
        DIM SHARED STPTR AS INTEGER:' Pointer Used When Looping Through Stars.
        DIM SHARED STST AS INTEGER:' Holds Deepest Star Pos.
        DIM SHARED A AS INTEGER:' Holds Colour Multiplier.
       
        '--------------------------
        ' Read In Our Star Bobs;---
        '--------------------------
       
        dim shared BOB (36*5) AS INTEGER
        FOR LP=1 TO (36*5)
            READ BOB(LP)
        NEXT
       
        '-----------------------------------------------------------------
        'Read In Our Font;
        '-----------------------------------------------------------------
        dim shared FONT (81 * 59) as integer
        FOR LP=1 TO (81*59)
                READ FONT(LP)
        NEXT
       
'-------------------------------------------------------------------------
' Subroutine Definitions.
'-------------------------------------------------------------------------
        Declare Sub STARFIELD()
        DECLARE SUB DRAWBOB (BYVAL BX AS INTEGER , BYVAL BY AS INTEGER , BYVAL BNM AS INTEGER , BYVAL CL AS INTEGER)
        Declare Sub Clearscreen()
        declare sub DBFTEXT(BYVAL BX AS INTEGER , BYVAL BY AS INTEGER , BYVAL CH AS INTEGER , BYVAL CLR AS INTEGER)
        DECLARE SUB MESSAGE()
        declare SUB Millisecs()
       
'----------------------------
'---    Set Up Starfield; ---
'----------------------------

        Dim Shared STARS As Integer:' Holds Max Number Of Stars
        Dim Shared INZP As Double:' Used When Defining Stars To Hold ZP
        Dim Shared INZPA As Double:' Used When Defining Stars (ZP Increment)
        Dim Shared TX AS INTEGER:' Holds Translated Star X
        Dim Shared TY As Integer:' Holds Translated Star Y
        dim shared customcop (640*480) as integer:' Holds Custom Fake "Copperlist"
       
        STARS = 1500:' How Many Stars?
       
        DIM SHARED STX (1 TO STARS) AS DOUBLE: ' Hold X Pos Of Star
        DIM SHARED STY (1 TO STARS) AS DOUBLE: ' Hold Y Pos Of Star
        DIM SHARED STZ (1 TO STARS) AS DOUBLE: ' Hold Z Pos Of Star
        INZP=30:' Initial Z = 0.
        INZPA = 30 / STARS:' Calculate Increment.
        STPTR=1:' Holds Star Number During Starfield Sub Loop.
        STST=1:' Used To Store Starting Star (deepest).
        For LP = 1 To Stars
            STX (LP) = ((RND(1) * 20000)-10000 )
            STY (LP) = ((RND(1) * 20000)-10000 )
            STZ (LP) = INZP
            INZP=INZP-INZPA
        next
       
        '-----------------------
        ' Generate A Palette;---
        '-----------------------
       
        DIM SHARED R1,G1,B1 AS integer
        FOR LP=1 TO 255
            CPAL(LP) =RGB(R1,G1,B1)
            IF R1<255 THEN R1=R1+1
            IF G1<255 THEN G1=G1+1
            IF B1<254 THEN B1=B1+2
           
        NEXT LP

        '------------------------------
        ' Generate Fake Copperlist; ---
        '------------------------------
       
        for LP=1 to 640*480
            customcop(LP)=&h020004
            SELECT CASE LP
            CASE 0 TO 640*10
                customcop(LP)=&h0a000b
            CASE 640*10 TO 640*20
                customcop(LP)=&h0c000d
            CASE 640*20 TO 640*30
                customcop(LP)=&h0e000f
            CASE 640*30 TO 640*40
                customcop(LP)=&h110012
            CASE 640*40 TO 640*50
                customcop(LP)=&h130014
            CASE 640*470 TO 640*480
                customcop(LP)=&h0a000b
            CASE 640*460 TO 640*470
                customcop(LP)=&h0c000d
            CASE 640*450 TO 640*460
                customcop(LP)=&h0e000f
            CASE 640*440 TO 640*450
                customcop(LP)=&h110012
            CASE 640*430 TO 640*440
                customcop(LP)=&h130014                                   
            END SELECT
        next

'===============================================================================
'       Scroller Stuff;
'===============================================================================
        DIM SHARED SCPTR AS INTEGER:' Letter Pointer In Scroll String.
        DIM SHARED SCOFF AS DOUBLE:' Offset Used To Scroll Text
       
        Dim Shared scrolltext as string:' Holds Text.
        '=======================================================================
        'Our Text;
        '=======================================================================
scrolltext="                                                                 "
scrolltext=scrolltext+"                                                           "
scrolltext=scrolltext+"DARK BIT FACTORY ARE BACK WITH A LITTLE INTRO..........       "
scrolltext=scrolltext+"THIS ONE WAS CODED BY SHOCKWAVE!!          ALTHOUGH IT LOOKS PRETTY "
scrolltext=scrolltext+"BORING IT IS QUITE COOL.....                      IT IS ALL MADE USING THE TINYPTC LIB, "
scrolltext=scrolltext+"WHICH IS IN ITS SELF A PAIN IN THE ASS!!                 EVERYTHING YOU SEE "
scrolltext=scrolltext+"HERE IS HARD CODED...                   EVEN THE FONT IS CONSTRUCTED IN THE SOURCE!!! "
scrolltext=scrolltext+"...OUT OF BINARY...             AAAARRRGGGHHHH!!!!            FOR ALL THE HARD WORK IT COMPRESSES DOWN TO ABOUT 15KB SO "
 scrolltext=scrolltext+"THAT CAN'T BE TOO BAD!"
scrolltext=scrolltext+"         OH WELL....        I GUESS I HAD BETTER ADD SOME MORE EFFECTS......   AND THEN DO SOMETHING USEFUL LIKE SOME"

scrolltext=scrolltext+""OPENGL STUFF "
scrolltext=scrolltext+"INSTEAD??!!       THATS ALL FOR NOW.........              "
scrolltext=scrolltext+"                                                           "
scrolltext=scrolltext+"                                                           "
scrolltext=scrolltext+"                                                           "

SCOFF=0
SCPTR=0
'---------------
'-Debug Stuff; -
'---------------
    dim shared oldtime,newtime as double
    dim shared TST as string
    dim shared ticks as integer
    ticks=0

'--------------------------------------------------
'---    Main Loop, Repeat Until Escape Pressed. ---
'--------------------------------------------------
oldtime=timer

DO
   
           
    Clearscreen():' Clear The Screen.
    STARFIELD():' Do The Starfield. 
    '----------------------------
    ' Draw White Lines On Screen;
    '----------------------------
    FOR LP = 0 TO 639
        Buffer ((50*640)+LP)=RGB (155,55,155)
        Buffer ((430*640)+LP)=RGB (155,55,155)
    NEXT
    MESSAGE():' Do Scroller.
    MILLISECS()
       
    Ptc_Update @Buffer(0):' Update The Buffer.
    ticks=ticks+1
   
LOOP UNTIL INKEY$ = CHR$(27)
Ptc_Close()
END

'-------------------------------------------------------------------------------
' Display FPS.
'-------------------------------------------------------------------------------
SUB Millisecs()
    t=timer

if  t-oldtime >=1 then
    newtime = ticks
    ticks=0
    oldtime=timer
end if

    TST = str( (newtime) )
    TST = "FPS "+TST
    for LP=1 to len(tst)
        CH=(ASC(MID(TST,LP,1)))-31
        DBFTEXT((LP*10),1,CH,&h443333)
    NEXT
   
end sub
'-------------------------------------------------------------------------------
' Scrolling Message Routine By Shockwave / DBF
'-------------------------------------------------------------------------------
SUB MESSAGE()
    dim hop,ecl as integer
   
    HOP=0:' Used to jumpto next letter pos
    ECL=0:' Used For Colour.
   
    FOR LP=1 TO 66
        IF LP<20 THEN ECL=ECL+10:' Change Colours
        IF LP>46 THEN ECL=ECL-10
       
        CH=(ASC(MID(SCROLlTEXT,LP+SCPTR,1)))-31:' Get Ascii for char
        '-----------------------------------------------------------------------
        ' Call DBF Custom Text Routine;
        '-----------------------------------------------------------------------
        DBFTEXT (HOP-scoff,455+12*SIN((LP+GADD)/30),CH,RGB(ECL+30,ECL,ECL+40))
        HOP=HOP+10
    NEXT
    '--------------------------------
    'Scroll And Update If Needed; ---
    '--------------------------------
    scoff=scoff+1
    if scoff> 10 then
        scptr=scptr+1
        if scptr>(len(scrolltext)-66) then scptr=0
        scoff=scoff-10
    end if
   
END SUB

'---------------------------------------
'---    MULTI DIRECTIONAL STARFIELD. ---
'---------------------------------------

SUB STARFIELD()
    GADD=GADD+1
    dim bb as integer
    '---------------
    ' Movements; ---
    '---------------
   
    SMSIN=30*SIN(GADD/470)
    SMCOS=40*COS(GADD/777)
    ZMCOS=0.1*COS(GADD/907)
   
    '---------------------------
    ' Get Deepest Star First;---
    '---------------------------
   
    STPTR=STST
   
    for LP = 1 To STARS
       
        '---------------------------------
        ' Translate Star To 2D Co-Ords ---
        '---------------------------------
       
        TX = INT((STX(STPTR) / STZ(STPTR))+320)
        TY = INT((STY(STPTR) / STZ(STPTR))+240)
       
        '--------------------
        ' Is It Onscreen? ---
        '--------------------
       
        if TX>-5 and TX<639 AND TY>-5 And TY<479 THEN
           
            '--------------------------------
            ' Calculate Colour Multiplier;---
            '--------------------------------
           
            A=INT(-STZ(STPTR) + 32) shl 1
            '-------------------------------------
            ' Draw Bob Size According To Depth;---
            '-------------------------------------
            bb=((int(STZ(STPTR)))/6)+1
            'if bb<1 then bb=1
           
            DRAWBOB (TX,TY,5,A)
            'IF STZ(STPTR) < 10 THEN DRAWBOB (TX,TY,BB,A)
            'IF STZ(STPTR >= 10) AND (STZ(STPTR) <20 ) THEN DRAWBOB (TX,TY,2,A)
            'IF STZ(STPTR) >= 20 THEN DRAWBOB (TX,TY,1,A)
        ENDIF
       
        '---------------
        ' Move Star; ---
        '---------------
       
        STX(STPTR)=STX(STPTR)+SMSIN
        STY(STPTR)=STY(STPTR)+SMCOS
        STZ(STPTR)=STZ(STPTR)+ZMCOS
       
        '------------------
        ' Bounds Checks;---
        '------------------
        ' X Checks;
        IF SMSIN>0 THEN
            IF STX(STPTR)>=10000 THEN STX(STPTR)=STX(STPTR)-20000
        ENDIF
        IF SMSIN<0 THEN
            IF STX(STPTR)<=-10000 THEN STX(STPTR)=STX(STPTR)+20000
        ENDIF
        ' Y Checks;
        IF SMCOS>0 THEN
            IF STY(STPTR)>=10000 THEN STY(STPTR)=STY(STPTR)-20000
        ENDIF
        IF SMCOS<0 THEN
            IF STY(STPTR)<=-10000 THEN STY(STPTR)=STY(STPTR)+20000
        ENDIF
        ' Z Checks;
        IF ZMCOS>0 THEN
            IF STZ(STPTR)>=30 THEN STZ(STPTR)=STZ(STPTR)-30
            STST=STST-1
            IF STST<1 THEN STST=STARS
        ENDIF
        IF ZMCOS<0 THEN
            IF STZ(STPTR)<=0 THEN STZ(STPTR)=STZ(STPTR)+30
            STST=STST+1
            IF STST>STARS THEN STST=1
           
        ENDIF
        STPTR=STPTR+1:' Update Pointer.
        IF STPTR>STARS THEN STPTR=1:'Bounds Check.
    next
   
   
END SUB

'-------------------------------------------------------------------------
'Sub To Draw A Letter AnyWhere On The Screen (With Clipping);
'-------------------------------------------------------------------------
sub DBFTEXT(BYVAL BX AS INTEGER , BYVAL BY AS INTEGER , BYVAL CH AS INTEGER , BYVAL CLR AS INTEGER)
dim blx,bly as integer
    '---------------------------------
    'Calculate Offset In Font Data;---
    '---------------------------------
    bm=(ch*81)-81
    FOR BLY=0 TO 8
    FOR BLX=1 TO 9
        '--------
        'Clip;---
        '--------
        IF (BX+BLX>0) AND (BX+BLX<639) AND (BY+BLY>0) AND (BY+BLY<479) THEN
           
            '----------------------------------------------------
            'Draw Pixel In Buffer If Onscreen And If Binary 1 ---
            '----------------------------------------------------
           
            MM= FONT(((BLY*9)+BLX)+BM)
            IF MM >0 THEN BUFFER (((BY+BLY)*640)+BX+BLX)=CLR
        END IF
    NEXT
    NEXT
END SUB

'-------------------------------------------------------------------------
' Sub To Draw A Bob Anywhere On The Screen;
'-------------------------------------------------------------------------

SUB DRAWBOB (BYVAL BX AS INTEGER , BYVAL BY AS INTEGER, BYVAL BNM AS INTEGER , BYVAL CL AS INTEGER)
   
    DIM BLX , BLY AS INTEGER
   
    '-----------------------
    'Set Offset In Bob Bank;
    '-----------------------
    BM=(BNM*36)-36
   
    FOR BLY=0 TO 5
    FOR BLX=1 TO 6
        '---------
        'CLIPPING;
        '---------
        IF (BX+BLX>0) AND (BX+BLX<639) AND (BY+BLY>0) AND (BY+BLY<479) THEN
            '-------------
            'COLOUR VALUE;
            '-------------
            if (by+BLY> 50) and (by+bly<430) then
                MM= (BOB(((BLY*6)+BLX)+BM))*CL
            else
                MM= ((BOB(((BLY*6)+BLX)+BM))*CL) shr 1
            endif
            if MM>255 then MM=255
            '------------------
            'DRAW PIXEL OF BOB;
            '------------------
            IF MM >0 THEN BUFFER (((BY+BLY)*640)+BX+BLX)=CPAL(MM)
        END IF
    NEXT
    NEXT

END SUB

'--------------------------------------------------------
' Clear Out Old Screen Buffer With Our Fake "Copperlist"
'--------------------------------------------------------

Sub ClearScreen()
Dim i as integer
for i = 0 to 640*480
    buffer(i)=customcop(i)
next
End Sub

'--------------------------------------------------------
' Our "Bobs"
' 0's are not blitted.
' The Higher The Number, The Brighter The Pixel.
'--------------------------------------------------------

'tiny
data 0,0,0,0,0,0
data 0,0,0,0,0,0
data 0,0,1,1,0,0
data 0,0,1,1,0,0
data 0,0,0,0,0,0
data 0,0,0,0,0,0
'small
data 0,0,0,0,0,0
data 0,0,1,1,0,0
data 0,1,2,2,1,0
data 0,1,2,2,1,0
data 0,0,1,1,0,0
data 0,0,0,0,0,0
'medium
data 0,0,1,1,0,0
data 0,0,2,2,0,0
data 1,2,3,3,2,1
data 1,2,3,3,2,1
data 0,0,2,2,0,0
data 0,0,1,1,0,0
'large
data 0,0,1,1,0,0
data 0,2,3,3,2,0
data 1,3,4,4,3,1
data 1,3,4,4,3,1
data 0,2,3,3,2,0
data 0,0,1,1,0,0
'Maximum
data 0,1,2,2,1,0
data 1,2,3,3,2,1
data 2,3,5,5,3,2
data 2,3,5,5,3,2
data 1,2,3,3,2,1
data 0,1,2,2,1,0

'==============================================================================
' Binary Font By Shockwave / DBF; (59 Chars)
'==============================================================================

'space
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
'!
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
'"
data 0,1,1,0,1,1,0,0,0
data 0,1,1,0,1,1,0,0,0
data 0,1,1,0,1,1,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
'#
data 0,0,0,0,0,0,0,0,0
data 0,1,1,0,0,0,1,1,0
data 1,1,1,1,1,1,1,1,1
data 0,1,1,0,0,0,1,1,0
data 0,1,1,0,0,0,1,1,0
data 0,1,1,0,0,0,1,1,0
data 1,1,1,1,1,1,1,1,1
data 0,1,1,0,0,0,1,1,0
data 0,0,0,0,0,0,0,0,0
'£
data 0,0,1,1,1,1,0,0,0
data 0,1,1,1,1,1,0,0,0
data 0,1,1,0,0,0,0,0,0
data 0,1,1,0,0,0,0,0,0
data 0,1,1,1,1,0,0,0,0
data 0,1,1,0,0,0,0,0,0
data 0,1,1,0,0,0,0,0,0
data 1,1,1,1,1,1,1,1,0
data 1,1,1,1,1,1,1,1,0
'%
data 0,0,0,0,0,0,0,0,0
data 0,1,1,0,0,0,0,0,0
data 0,1,1,0,0,0,1,0,0
data 0,0,0,0,0,1,0,0,0
data 0,0,0,0,1,0,0,0,0
data 0,0,0,1,0,0,0,0,0
data 0,0,1,0,0,0,1,1,0
data 0,0,0,0,0,0,1,1,0
data 0,0,0,0,0,0,0,0,0
'&
data 0,0,0,1,1,1,0,0,0
data 0,0,1,1,1,1,1,0,0
data 0,0,1,1,0,1,1,0,0
data 0,0,0,1,1,1,0,0,0
data 0,0,1,1,0,1,1,0,0
data 0,1,1,0,0,1,1,1,1
data 0,1,1,1,0,0,1,1,0
data 0,0,1,1,1,1,1,0,0
data 0,0,0,0,1,1,0,0,0
''
data 0,1,1,0,0,0,0,0,0
data 0,1,1,0,0,0,0,0,0
data 0,1,1,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
'(
data 0,0,0,0,0,1,1,1,0
data 0,0,0,0,1,1,1,1,0
data 0,0,0,0,1,1,0,0,0
data 0,0,0,0,1,1,0,0,0
data 0,0,0,0,1,1,0,0,0
data 0,0,0,0,1,1,0,0,0
data 0,0,0,0,1,1,0,0,0
data 0,0,0,0,1,1,1,1,0
data 0,0,0,0,0,1,1,1,0
')
data 0,1,1,1,0,0,0,0,0
data 0,1,1,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,0,0,1,1,0,0,0,0
data 0,1,1,1,1,0,0,0,0
data 0,1,1,1,0,0,0,0,0
'*
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
data 0,0,0,0,0,0,0,0,0
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data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,1,0,0,1,1
data 1,1,0,0,1,0,0,1,1
data 1,1,0,0,1,0,0,1,1
data 1,1,1,1,1,1,1,1,1
data 0,1,1,1,1,1,1,1,0
'x
data 0,1,1,0,0,0,1,1,0
data 0,1,1,0,0,0,1,1,0
data 0,1,1,0,0,0,1,1,0
data 0,1,1,0,0,0,1,1,0
data 0,1,1,1,1,1,1,1,0
data 1,1,1,0,0,0,1,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
'y
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 1,1,0,0,0,0,0,1,1
data 0,1,1,1,1,1,1,1,1
data 0,0,0,0,0,0,0,1,1
data 0,0,0,0,0,0,0,1,1
data 1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,0
'z
data 1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1
data 0,0,0,0,0,0,1,1,1
data 0,0,0,0,1,1,1,0,0
data 0,0,0,1,1,1,0,0,0
data 0,0,1,1,1,0,0,0,0
data 1,1,1,0,0,0,0,0,0
data 1,1,1,1,1,1,1,1,1
data 1,1,1,1,1,1,1,1,1

'===============================================================================
'                                     ***END***
'===============================================================================

Quote
Clyde Radcliffe
Grand work - Looking nice mate, real nice.

Quote
rbraz
Cool, but will be more cool with the bob sprite and first color palette :D

Quote
5H0CKW4VE
I've made a few tweaks, I will be releasing it as an intro when I've got some more stuff done.. Got to code a triangle routine for it today :)
« Last Edit: May 31, 2006 by Clyde »