View
previous topic :: View
next topic |
Author |
Message |
Ichiban_Addict New Member
Joined: 04 Feb
2003 Posts: 2 Location: Canada B.C.
|
Posted: 04 Feb
2003 07:31 Post
subject: James Bond style |
|
|
Hey, here's an attempt at
the Jame's Bond death sequence
Code: |
1 SCREEN 13 2
DEFINT A-Z 3 LINE (0, 0)-(319, 0), 4 4 FOR j = 1
TO 200 5 FOR i = 0 TO 319 6 IF INT(RND * 5) = 0
AND POINT(i, j - 2) THEN LINE (i - 90 / j, j - 1)-(i +
90 / j, j - 1), 4 7 NEXT i 8 NEXT j 9 GOTO
4
Ichiban_Addict AKA Jake
| | |
Back
to top |
|
 |
relsoft Sanzo

Joined:
05 Nov 2001 Posts: 764 Location: Philippines
|
|
Back
to top |
|
 |
Ichiban_Addict New Member
Joined: 04 Feb
2003 Posts: 2 Location: Canada B.C.
|
Posted: 04 Feb
2003 08:16 Post
subject: weird pinwheel |
|
|
Hey again...this ones just
a bunch of rotating points, i wouldnt recommend looking at it
for too long
Code: |
1 SCREEN 13 2 angle = angle + 1
3 IF angle = 360 THEN angle = 0 4 xy = xy +
.09'RND * .5 5 PSET (160 + COS(angle) * xy -
SIN(angle) * xy, 100 + SIN(angle) * xy + COS(angle) *
xy), RND * 2 6 PSET (160 + COS(360 - angle) * xy -
SIN(360 - angle) * xy, 100 + SIN(360 - angle) * xy
+ COS(360 - angle) * xy), RND * 4 + 2 7 IF xy >
160 THEN xy = 0 8 IF xy = 0 THEN LINE (0, 0)-(319,
199), 0, BF 9 GOTO 2
| | |
Back
to top |
|
 |
Dav Webmaster

Joined:
08 Sep 2001 Posts: 200 Location: USA
|
Posted: 04 Feb
2003 17:04 Post
subject: |
|
|
Man, all you guys are
posting some great stuff!
This one gives the effect of
a scrolling screen (it's not really). Scrolls up and down
randomly.
Code: |
'Fake screen scrolling in 9 lines by
Dav 'Scrolls up and down randomly 1 SCREEN 13
2 w% = RND * 1 3 IF w% = 0 THEN a$ = MKI$(199) +
MKI$(0) + MKI$(-1) + MKI$(RND * 100 + 1) ELSE a$ =
MKI$(0) + MKI$(199) + MKI$(1) + MKI$(RND * 100 + 1)
4 FOR t% = 1 TO CVI(MID$(a$, 7, 2)) 5 FOR y% =
CVI(MID$(a$, 1, 2)) TO CVI(MID$(a$, 3, 2)) STEP
CVI(MID$(a$, 5, 2)) 6 IF INKEY$ = "" THEN LINE (0,
y%)-(319, y%), c% ELSE END 7 IF w% = 0 THEN IF c%
> 199 THEN c% = 0 ELSE c% = c% + 1 ELSE IF c% < 0
THEN c% = 199 ELSE c% = c% - 1 8 IF t% =
CVI(MID$(a$, 7, 2)) THEN GOTO 2 9 NEXT y%, t%
|
-
Dav | |
Back
to top |
|
 |
mofu Forum
Regular
![]()
Joined: 26 Feb
2002 Posts: 85 Location: Ireland
|
Posted: 04 Feb
2003 22:27 Post
subject: |
|
|
k guys dont laugh, I am a
total newbie. I just started learning qb again!!! tonight. I
felt like posting something even though a 2 year old could
probably write this piece of code
Quote: |
1: SCREEN 13 2: DO 3:
RANDOMIZE TIMER 4: a = INT(RND * 320) 5: b =
INT(RND * 200) 6: FOR i = 0 TO 200 7: LINE (a,
b)-(a, b), INT(RND * 14) + 1 8: NEXT i 9: LOOP
UNTIL INKEY$ = CHR$(27)
|
easy I know, but Im a newbie
cheers _________________ My Websites: Qbasic Zone C++/Allegro
page Coding
group | |
Back
to top |
|
 |
mofu Forum
Regular
![]()
Joined: 26 Feb
2002 Posts: 85 Location: Ireland
|
Posted: 04 Feb
2003 22:57 Post
subject: |
|
|
k guys, heres a better
attempt at mt first one
I think im getting better already
Quote: |
1: SCREEN 13 2: c = 1 3: DO
4: FOR i = 0 TO 10 5: CIRCLE (160, 100), c,
INT(RND * 14) + 1 6: NEXT i 7: c = c + 1 8:
IF c = 200 THEN c = 1 9: LOOP UNTIL INKEY$ =
CHR$(27)
|
cheers _________________ My
Websites: Qbasic
Zone C++/Allegro page Coding
group | |
Back
to top |
|
 |
na_th_an Na_th_an

Joined:
01 Mar 2002 Posts: 1746 Location: Spain
|
Posted: 05 Feb
2003 00:45 Post
subject: |
|
|
At last our entry (Na
Than+Phobeous)
This comes out of a full-screen fire.
You can see it now inside a small box just for speed issues.
It is, of course, out of contest 'cause it has 11 lines. We
couldn't shrink it any more. Anyways, the *real* effect takes
8 lines, but 3 are needed to set up the palette.
Code: |
' Convolution Fire by WOPR2k ' In
fact this effects takes 8 lines, but the palette rutines
took 3 lines ' (It looks like crap without the
custom palette).
' NOTE: ** DON'T ** use copy
and paste to QB in a DOS box, 'cause there ' are
split lines. Copy to notepad and save it as a .BAS file.
1 IF c& = 0 THEN SCREEN 13 ELSE IF c& =
1 THEN PAINT (0, 0), 255 ELSE IF c& = 2 THEN DIM
Sc%(2049) ELSE IF c& = 3 THEN LINE (128, 136)-(191,
199), 0, BF ELSE IF c& = 4 THEN s% = VARPTR(Sc%(0))
ELSE IF c& = 5 THEN DEF SEG = VARSEG(Sc%(0)) ELSE
GET ( _ 128, 136)-(191, 199), Sc%(0) IF
c& < 63 THEN b% = b% + 1 ELSE IF c& < 126
THEN g% = g% + 1 ELSE IF c& < 189 THEN r% = r% +
1 IF c& < 256 THEN PALETTE c&, 63
- r% + (63 - g%) * 256! + (63 - b%) * 65536!
c& = c& + 1 2 IF c& > 4 THEN POKE
VARPTR(Sc%(0)) + 4 + 62 * 64 + INT(RND * 64), 255 3
FOR i% = 1 TO 62 4 FOR j% = 1 TO 62 5 p% =
(PEEK(s% + 4 + 64 * i% + j%) + PEEK(s% + 4 + 64 * (i% -
1) + j%) + PEEK(s% + 5 + 64 * (i% - 1) + j%) + PEEK(s% +
5 + 64 * i% + j%) + PEEK(s% + 4 + 64 * (i% + 1) + j% +
1) + PEEK(s% + 4 + 64 * (i% + 1) + j%) + PEEK(s% + 3 +
64 * (i% + 1) + j%) _ + PEEK(s% + 3 + 64 * i% + j%)
+ PEEK(s% + 3 + 64 * (i% - 1) + j%)) \ 8 6 IF p%
< 256 THEN PSET (128 + j%, i% + 135), p% ELSE PSET
(128 + j%, i% + 135), 255 7 NEXT j%, i% 8 IF
INKEY$ = "" THEN GOTO 1
' Unreadable
code. |
Enjoy
. The 'c' version that I posted a couple of days ago really
looks like fire, mainly because it goes faster .
We coded that version 2 years ago.
The effect is based
upon a per-pixel convolution and a feedback. The convolution
matrix is:
Code: |
(1 1 1) 1/8*(1 1 1)
(1 1 1) |
Once the convolution matrix is applied,
the resulting image is output to screen and then copied over
the original, but shifting it one pixel up, and so
on. _________________ Within the last 15 years, the
execution speed of computer hardware increased by factor
thousand. Within the same time, computer programmers have
successfully compensated these improvements.
Martin
Korth
NoKnob
Music | |
Back
to top |
|
 |
Nexinarus New Member

Joined:
01 Oct 2002 Posts: 7 Location: New Zealand
|
Posted: 05 Feb
2003 03:29 Post
subject: |
|
|
Woah na_th_an thats pretty
cool fire. /me votes nathan's fire the best so far heh.
Also funny one jake
heh. _________________ -Nexinarus- | |
Back
to top |
|
 |
BinarySHOCK New Member
Joined: 03 Feb
2003 Posts: 14
|
Posted: 05 Feb
2003 04:20 Post
subject: |
|
|
1 SCREEN 13 2 DIM
Temp%(51) 3 X% = INT(RND * 310) 4 Y% = INT(RND * 189)
5 IF G& < 10000 THEN CIRCLE (RND * 319, RND * 199),
10, RND * 15 + 16 6 IF G& AND 7 THEN GET (X%, Y%)-(X%
+ 9, Y% + 9), Temp% 7 IF G& AND 7 THEN PUT (X%, Y% +
1), Temp%, PSET 8 G& = (G& + 1) MOD 64000 9 IF
LEN(INKEY$) = 0 THEN 3
screen melting... yup..
and ya i agree that is cool
fire. _________________ Yesterday don't mean sh*t cuz
tommorow is the day you'll have to face. | |
Back
to top |
|
 |
BinarySHOCK New Member
Joined: 03 Feb
2003 Posts: 14
|
Posted: 05 Feb
2003 05:03 Post
subject: |
|
|
Here's my final entry i
think
not quite a screen saver, it's a 9 line pong game, heh
hacked to hell but ya
anywayz i uploaded it, you can download it from http://www25.brinkster.com/darksoftware/9linep.bas
here.
flickery as hell, but you'll live
and no 'computer' to go against it's just you against the ball
(and the flicker )
(you may have to right click and save target as to
download it) _________________ Yesterday don't mean sh*t
cuz tommorow is the day you'll have to face.
Last edited by BinarySHOCK on 05 Feb
2003 05:56; edited 2 times in
total | |
Back
to top |
|
 |
relsoft Sanzo

Joined:
05 Nov 2001 Posts: 764 Location: Philippines
|
Posted: 05 Feb
2003 05:03 Post
subject: |
|
|
Bouncing Spheremaped
ball...
Code: |
'"The Lens" by Relsoft
'Relsoft.ath.cx 1 SCREEN 13 2 IF xx% = 0
THEN xx% = 3 + INT(RND * 260) ELSE IF xv% = 0 THEN xv% =
-1 + INT(RND * 2) 3 IF (xx% <= 1 AND xv% < 0)
OR (xx% >= 319 AND xv% > 0) THEN xv% = -xv% ELSE
xx% = xx% + xv% 4 yy% = 100 - ABS(SIN(((xx% * 3) *
3.141593 / 180))) * 160 5 FOR yt% = 0 TO 99 6
FOR xt% = 0 TO 99 7 IF (((xt% - 50) * (xt% - 50)) +
((yt% - 50) * (yt% - 50))) < (2500 - 900) THEN PSET
(xx% + xt%, yy% + yt%), (((((((20 - SQR(2500 - (((xt% -
50) * (xt% - 50)) + ((yt% - 50) * (yt% - 50)))))) *
((xt% - 50) / SQR(2500 - (((xt% - 50) * (xt% - 50)) + (
_ (yt% - 50) * (yt% - 50))))))) + xt% + xx%) AND 15)
OR (((((20 - SQR(2500 - (((xt% - 50) * (xt% - 50)) +
((yt% - 50) * (yt% - 50)))))) * ((yt% - 50) / SQR(2500 -
(((xt% - 50) * (xt% - 50)) + ((yt% - 50) * (yt% -
50)))))) + yt% + yy%) AND 15)) + 16 _ ELSE
PSET (xx% + xt%, yy% + yt%), 0 8 NEXT xt%, yt% 9
IF INKEY$ = "" THEN 2
|
;*) _________________ Medium or
Rare?
Mysite: Genso'
Junkyard Our game: Frantic Journey
New FJ Screenies:
http://polacka.xepher.net/ | |
Back
to top |
|
 |
BinarySHOCK New Member
Joined: 03 Feb
2003 Posts: 14
|
Posted: 05 Feb
2003 05:18 Post
subject: |
|
|
wow nice 1 rel, very
cool! _________________ Yesterday don't mean sh*t cuz
tommorow is the day you'll have to face. | |
Back
to top |
|
 |
red_Marvin Ancient QBer

Joined:
25 Feb 2002 Posts: 449 Location: Lund, Southern
Sweden
|
Posted: 05 Feb
2003 09:43 Post
subject: |
|
|
I don't know much about
peek/pokes memory adresses but here's my screensaver:
Code: |
1 RANDOMIZE TIMER 2 SCREEN 12 3 c
= INT(RND * 14) + 1 4 IF POINT(0) < 0 OR POINT(0)
> 640 OR POINT(1) < 0 OR POINT(1) > 480 THEN
CLS 5 IF POINT(0) < 0 OR POINT(0) > 640 OR
POINT(1) < 0 OR POINT(1) > 480 THEN PSET (320,
240), c 6 DRAW "ta" + STR$(INT(RND * 720) - 360) +
"u" + STR$(INT(RND * 50) + 5) 7 CIRCLE (POINT(0),
POINT(1)), RND * 10, c 8 FOR b = 0 TO 1000: NEXT
9 IF INKEY$ = "" THEN GOTO
3 | _________________ -red_Marvin
"There are 10 kinds of people: those who speak binary
and those who don't" | |
Back
to top |
|
 |
Agamemnus Guru

Joined:
15 Jan 2003 Posts: 260
|
Posted: 05 Feb
2003 14:49 Post
subject: |
|
|
heh, just what I wanted
Rel.
What about a 3D pong game with that 9-line sphere?
Might be a good idea... _________________ "Life is on
the edge of Chaos" -- Carl Sagan | |
Back
to top |
|
 |
relsoft Sanzo

Joined:
05 Nov 2001 Posts: 764 Location: Philippines
|
Posted: 06 Feb
2003 04:38 Post
subject: |
|
|
Agamemnus
wrote: |
heh, just what I wanted Rel.
What about a 3D pong game with that 9-line
sphere?
Might be a good idea... |
In 9 lines?????!!!!!
Yer
kidding me!!!!!
Code: |
'Lightmapping by RelSoft 2003
'Http://RelSoft.ath.cx 'Sorry about this not
being able to compile ;*( 'BC sez: "expression too
complex" Guess Qb has its limits after all!!!
1
IF I& = 0 THEN SCREEN 13 ELSE IF I& < 256
THEN PALETTE I&, 65536 * (I& \ 4) + 256 *
(I& \ 4) + (I& \ 4) 2 I& = (I& + 1)
AND &H7FFFFFFF 3 Var$ = "" + CHR$(100 +
COS((I& MOD 360) * 3.141593 / 180) * 100) + CHR$(60
+ SIN((I& MOD 360) * 3.141593 / 180) * 60) 4 FOR
yy% = 0 TO 99 5 FOR xx% = 0 TO 99 6 H2% = ((xx%
- 50) * (xx% - 50) + (yy% - 50) * (yy% - 50)) 7 IF
(H2% < 2500) AND (I& > 255) THEN PSET (100 +
(ASC(MID$(Var$, 1, 1)) - 100) + xx%, 60 +
(ASC(MID$(Var$, 2, 1)) - 60) + yy%), (((255 - (SQR(H2%)
* (SQR(SQR(H2%))))) + ((((ASC(MID$(Var$, 1, 1)) - 100) +
xx%) OR ((ASC(MID$(Var$, 2, 1)) - 60) + yy%) _ ) AND
127)) \ 2) * -((((255 - (SQR(H2%) * (SQR(SQR(H2%))))) +
((((ASC(MID$(Var$, 1, 1)) - 100) + xx%) OR
((ASC(MID$(Var$, 2, 1)) - 60) + yy%)) AND 127)) \ 2)
> 0) ELSE IF (I& > 255) THEN PSET (100 +
(ASC(MID$(Var$, 1, 1)) - 100) + xx%, 60 + (ASC( _
MID$(Var$, 2, 1)) - 60) + yy%), 0 8 NEXT xx%,
yy% 9 IF INKEY$ = "" THEN 1
| _________________ Medium or Rare?
Mysite: Genso'
Junkyard Our game: Frantic Journey
New FJ Screenies:
http://polacka.xepher.net/ | |
Back
to top |
|
 |
BinarySHOCK New Member
Joined: 03 Feb
2003 Posts: 14
|
Posted: 06 Feb
2003 05:09 Post
subject: |
|
|
Finally some
lightmapping!!!! 3d pong with a spheremapped ball in 9
lines?? your crazy!  _________________ Yesterday
don't mean sh*t cuz tommorow is the day you'll have to
face. | |
Back
to top |
|
 |
toonski84 I
hold this place together

Joined:
31 May 2002 Posts: 977 Location: Melbourne,
Florida
|
Posted: 06 Feb
2003 09:31 Post
subject: |
|
|
good lord rel, you're
making us all feel bad about our programming abilities
anyhow here's a cheesy little blur demo i made last
night:
Code: |
1 SCREEN 13 2 IF i& = 0 THEN
SCREEN 13 ELSE OUT &H3C8, 0 3 IF i& = 0 THEN
DEF SEG = &HA000 ELSE LINE (RND * 280 + 20, RND *
159 + 20)-(RND * 280 + 20, RND * 159 + 20), 255', B
4 FOR i& = 6400 TO 57600 5 IF i& <
7168 THEN OUT &H3C9, (i& - 6400) \ 12 6 POKE
i&, (PEEK(i& - 1) + PEEK(i& + 1)) / 2 7
NEXT i& 8 LINE (RND * 280 + 20, RND * 159 +
20)-(RND * 280 + 20, RND * 159 + 20), 0', B 9 IF
INKEY$ = "" THEN GOTO 3 | _________________ D.A.M.M. - Drunks
Against Mad Mothers | |
Back
to top |
|
 |
BinarySHOCK New Member
Joined: 03 Feb
2003 Posts: 14
|
Posted: 06 Feb
2003 11:43 Post
subject: |
|
|
i uploaded a better version
of the 9 line pong, removed about 90% of the flicker, so ya go
grab a new copy  _________________ Yesterday
don't mean sh*t cuz tommorow is the day you'll have to
face. | |
Back
to top |
|
 |
relsoft Sanzo

Joined:
05 Nov 2001 Posts: 764 Location: Philippines
|
Posted: 07 Feb
2003 06:07 Post
subject: |
|
|
Whoooooooaaaaa!!!!!!!
WU LINES!!!!!!!
Don't worry, I'm
averaging about 30 mins for the effect and about 3 hours
fitting it in nine lines!!!!!
BTW the Lightmapping
took me 4 hours last saturday. :*)
Great job guys!!!!!
Toonkski: is there any possibitity for your kewl text
fire to be converted to :
Screen 0:width 80,50 ?
it would kick ass!!!! _________________ Medium
or Rare?
Mysite: Genso'
Junkyard Our game: Frantic Journey
New FJ Screenies:
http://polacka.xepher.net/ | |
Back
to top |
|
 |
toonski84 I
hold this place together

Joined:
31 May 2002 Posts: 977 Location: Melbourne,
Florida
|
Posted: 07 Feb
2003 21:41 Post
subject: |
|
|
not if i can beat you to it
obviously ye has never tried to compress a wu line
 _________________ D.A.M.M.
- Drunks Against Mad Mothers | |
Back
to top |
|
 |
Antoni Gual Forum Regular

Joined:
08 Dec 2002 Posts: 90 Location: Barcelona, Spain
|
Posted: 07 Feb
2003 22:25 Post
subject: |
|
|
Here are some effects:
This one would be fine with some speed. Link it with
ffix..
Code: |
'sinus wave by Antoni Gual 1
SCREEN 13 2 FOR i% = 0 TO 100 3 FOR j% = 0 TO
100 4 PSET (i% + 120, j% + 50), ((i% / 8 + (COS(i% /
19.6) * tt * SIN(j% / 19.6))) AND 15) XOR ((j% / 8 +
(SIN(i% / 19.6) * tt * COS(j% / 19.6))) AND 15) + 16
5 NEXT j%, i% 6 t = t + 1 7 tt = COS(t)
8 IF LEN(INKEY$) = 0 THEN GOTO 1
|
A cheap hack..
Code: |
'mind-blowing square plasma by Antoni
Gual 1 SCREEN 13 3 FOR Ix% = 0 TO 319
4 FOR Iy% = 0 TO 199 5
PSET (Ix%, Iy%), (Ix% - L%) AND (Iy% + L%)
AND (Ix% + L%) AND (Iy% - L%) 6
NEXT Iy%, Ix% 7 L% = (L% + 1)
AND 255 9 IF LEN(INKEY$) = 0 THEN 3
|
And pure maths one..
Code: |
'Lissajous by Antoni Gual 1 IF k#
= 0 THEN SCREEN 12 ELSE CLS 2 IF k# = 0 THEN
RANDOMIZE TIMER ELSE n% = (RND * 14) 3 k# = INT(RND
* 20 + 1) / INT(RND * 20 + 2) 4 k1# = 1 / k# 6
FOR j# = 0 TO 500 STEP .005 7 PSET (320 + 300 *
SIN(k# * j#), 240 + 200 * SIN(j# * k1#)), n% + 1 8
NEXT 9 IF LEN(INKEY$) = 0 THEN GOTO 1
| [/code] _________________ Antoni | |
Back
to top |
|
 |
toonski84 I
hold this place together

Joined:
31 May 2002 Posts: 977 Location: Melbourne,
Florida
|
Posted: 08 Feb
2003 04:17 Post
subject: |
|
|
eh, i gave up on the wu
line and went for the world's slowest 7-line anti-aliased
circle drawer:
Code: |
1 SCREEN 13 2 RANDOMIZE TIMER 3
c& = RND * 2048000 4 FOR x& = 0 TO 63999
5 IF ABS(SQR((x& MOD 320 - ((c& MOD 64000)
MOD 320)) ^ 2 + (x& \ 320 - (c& MOD 64000) \
320) ^ 2) - (c& \ 64000)) <= 1 THEN PSET (x&
MOD 320, x& \ 320), (1 - ABS(SQR((x& MOD 320 -
((c& MOD 64000) MOD 320)) ^ 2 + (x& \ 320 -
(c& MOD 64000) \ 320) ^ 2 _ ) - (c& \
64000))) * 14 + 16 6 NEXT x& 7 IF INKEY$ =
"" THEN GOTO 1
| _________________ D.A.M.M. - Drunks
Against Mad Mothers | |
Back
to top |
|
 |
relsoft Sanzo

Joined:
05 Nov 2001 Posts: 764 Location: Philippines
|
Posted: 08 Feb
2003 06:49 Post
subject: |
|
|
kewl!!!!
Okay, for
the names...
Antoni1.bas Antoni16.bas
Joe1.bas Joe6.bas
inside the file:
Dev:
Author: Antoni Gual Site:
Blah.cjb.net Description: The most amazing floormapper
I've seen!!!!
Hows that?
 _________________ Medium
or Rare?
Mysite: Genso'
Junkyard Our game: Frantic Journey
New FJ Screenies:
http://polacka.xepher.net/ | |
Back
to top |
|
 |
Antoni Gual Forum Regular

Joined:
08 Dec 2002 Posts: 90 Location: Barcelona, Spain
|
Posted: 08 Feb
2003 11:29 Post
subject: |
|
|
Rel:What's so amazing about
my floormaper? It's just a floormaper without any
optimization.I only got rid of all artifices people uses to
make it fast. Your lightmapper or your lens are really
serious effects.. _________________ Antoni | |
Back
to top |
|
 |
toonski84 I
hold this place together

Joined:
31 May 2002 Posts: 977 Location: Melbourne,
Florida
|
Posted: 08 Feb
2003 16:44 Post
subject: |
|
|
i think as the overall demo
bin gets thinner, maybe we should make a way to judge all
these demos.
my favs: sphere and light mapper
floormapper manderbolt (me no spell good)
starfield glenn's super-duper
demo! _________________ D.A.M.M. - Drunks Against Mad
Mothers | |
Back
to top |
|
 |
|