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toonski84 I
hold this place together

Joined:
31 May 2002 Posts: 977 Location: Melbourne,
Florida
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Posted: 01 Feb
2003 17:15 Post
subject: |
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whistles@wizardlife's
mobius strip... daaaang. _________________ D.A.M.M. -
Drunks Against Mad Mothers | |
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Antoni Gual Forum Regular

Joined:
08 Dec 2002 Posts: 90 Location: Barcelona, Spain
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Posted: 01 Feb
2003 18:24 Post
subject: |
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Toonski: My starfield HAS a
loop. The THEN 3 in the last line is in fact a THEN GOTO 3,
it's only a weird syntax QB allows to lazy
programmers. _________________ Antoni | |
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toonski84 I
hold this place together

Joined:
31 May 2002 Posts: 977 Location: Melbourne,
Florida
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Posted: 01 Feb
2003 18:26 Post
subject: |
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i know antoni
i was referring to the fact that you have a particle system
going without any do/loop or for/next
loop. _________________ D.A.M.M. - Drunks Against Mad
Mothers | |
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Antoni Gual Forum Regular

Joined:
08 Dec 2002 Posts: 90 Location: Barcelona, Spain
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Posted: 01 Feb
2003 20:56 Post
subject: A sloooooow floormapper .. |
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Code: |
'Floormaper by Antoni Gual 1
SCREEN 13 2 r% = (r% - 1) AND 15 3 FOR y% = 100
TO 199 4 y1% = ((1190 / (99 - y%) + r%) AND 15)
5 y2 = 6 / (99 - y%) 6 FOR x% = 0 TO 319
7 PSET (x%, y%), CINT((159 - x%) * y2)
AND 15 XOR y1% + 16 8 NEXT x%, y% 9 IF
LEN(INKEY$) = 0 THEN 2
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Curious: All the complication in a
floormapper disappears when you forget
speed.... _________________ Antoni | |
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wildcard mal

Joined:
01 Aug 2001 Posts: 1133 Location: England
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Posted: 01 Feb
2003 22:04 Post
subject: |
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Antoni: What next, a full
30 level game in 9 lines?
Great work _________________ Professionalism is an
illusion, not a method; so make like a magician | |
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wizardlife Desert Wanderer

Joined:
09 Oct 2001 Posts: 846 Location: Toronto, Canada
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Posted: 01 Feb
2003 22:07 Post
subject: Re: A sloooooow floormapper .. |
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Antoni Gual
wrote: |
Code: |
'Floormaper by Antoni Gual
1 SCREEN 13 2 r% = (r% - 1) AND 15 3
FOR y% = 100 TO 199 4 y1% = ((1190 / (99 - y%)
+ r%) AND 15) 5 y2 = 6 / (99 - y%) 6 FOR
x% = 0 TO 319 7 PSET (x%, y%),
CINT((159 - x%) * y2) AND 15 XOR y1% + 16 8
NEXT x%, y% 9 IF LEN(INKEY$) = 0 THEN 2
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Curious: All the complication in
a floormapper disappears when you forget
speed.... | floormapper = teh
beautiful _________________ w i z a r d c o d e o n l i n
e | |
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Antoni Gual Forum Regular

Joined:
08 Dec 2002 Posts: 90 Location: Barcelona, Spain
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Posted: 01 Feb
2003 22:43 Post
subject: RAW bitmap loader and ripple effect in 7
lines. |
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Not kidding. I presented
such a thing to qb45.com screensaver contest. There was a
loophole there: DATA lines did'nt count. But they disqualified
me, my 300 DATA lines were too much for a loophole....
As Wilcard would kill me if I posted a 307 lines
program, I uploaded it to my page.
For those curious
it is at: www.geocities.com/antonigual/qbsource/forest.zip
It's Geocities so right-click the link and save as.
Rel: Could we talk about a (not small) loophole?  _________________ Antoni | |
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wizardlife Desert Wanderer

Joined:
09 Oct 2001 Posts: 846 Location: Toronto, Canada
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Posted: 01 Feb
2003 22:55 Post
subject: Re: RAW bitmap loader and ripple effect in 7
lines. |
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Antoni Gual
wrote: |
Not kidding. I presented such a thing to
qb45.com screensaver contest. There was a loophole
there: DATA lines did'nt count. But they disqualified
me, my 300 DATA lines were too much for a
loophole.... |
Lol. didn't even think of using
DATA... _________________ w i z a r d c o d e o n l i n
e | |
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relsoft Sanzo

Joined:
05 Nov 2001 Posts: 764 Location: Philippines
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Posted: 02 Feb
2003 03:04 Post
subject: |
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Antoni: Yeah no prob. Small
loop hole? You beat me to it!!!!!! I was hoping to do a 9
line mode 7!!! Great Job!!!! *Rel cries........
Bur definitely, DATA statements are counted.
Guess ill have to work my ass out making my 3d
rotator in nine lines :*) LOL
now, WILL SOMEBODY MAKE
FIRE!!!!!!! _________________ Medium or Rare?
Mysite: Genso'
Junkyard Our game: Frantic Journey
New FJ Screenies:
http://polacka.xepher.net/ | |
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Lithium New
Member
Joined: 01 Aug 2001 Posts: 16 Location: Nova
Scotia - Canada
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Posted: 02 Feb
2003 04:34 Post
subject: my entry |
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3D ssstarsss
Code: |
1 SCREEN 13 2 DIM starsx(1000),
starsy(1000), starsz(1000) 3 IF starsz(i) <= 0
THEN starsx(i) = RND * 640 - 320 4 IF starsz(i)
<= 0 THEN starsy(i) = RND * 400 - 200 5 LINE (160
+ 64 * starsx(i) / (starsz(i) + 3), 100 + 64 * starsy(i)
/ (starsz(i) + 3))-(160 + 64 * starsx(i) /
(starsz(i)+1), 100 + 64 * starsy(i) / (starsz(i)+1)), 0
6 starsz(i) = (-((TIMER * 64) MOD (100 + i / 20)) +
100 + i / 20) MOD (100 + i / 20) 7 LINE (160 + 64 *
starsx(i) / (starsz(i) + 3), 100 + 64 * starsy(i) /
(starsz(i) + 3))-(160 + 64 * starsx(i) / (starsz(i)+1),
100 + 64 * starsy(i) / (starsz(i)+1)), 15 - (starsz(i) *
15 / 150) + 16 8 i = (i + 1) MOD 1000 9 IF
INKEY$ = "" THEN GOTO 3 |
maybe I'll try fire ;d -- that was
fun | |
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Antoni Gual Forum Regular

Joined:
08 Dec 2002 Posts: 90 Location: Barcelona, Spain
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Posted: 02 Feb
2003 05:30 Post
subject: |
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Oh-oh. Lithium there...
Fasten your seat belts!  _________________ Antoni | |
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Lithium New
Member
Joined: 01 Aug 2001 Posts: 16 Location: Nova
Scotia - Canada
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Posted: 02 Feb
2003 06:09 Post
subject: Here's "fire" |
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Code: |
1 SCREEN 13 2 x% = (x% + 1) AND 32767
3 if c& < 255 then palette c&, c&\4
else if c& = 255 then def seg = &ha000 4
c& = c& + 1 5 line (x%\20, 101)-step(0, -3),
(rnd * 32)+abs(sin(timer*16))*222 6 o% = (o% + 1)
AND 32767 7 if c& => 255 then poke o%,
(peek(o%) + peek(o%-1) + peek(o%+1) + peek(o%+320)) \ 4
8 if c& => 255 then poke 64000-o%, peek(o%)
9 if inkey$ = "" then goto
2 |
it
sucks[/code] | |
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Lithium New
Member
Joined: 01 Aug 2001 Posts: 16 Location: Nova
Scotia - Canada
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Posted: 02 Feb
2003 08:48 Post
subject: the never ending hello |
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Code: |
1 Msg$ =
"0AAAA00AAAA00AAAA00000000AAAA00AAAA00000000AAAAA0AAAAA000AAA0AAAAA00000000AA0000AA0000AA0000AA0000AA0000AA0000000000AA0000AA0000AA0000AA00000000"
2 SCREEN 13 3 i = (i + 1) MOD 36 4 IF i = 0
AND (j + 1) = 4 THEN sz = RND * 16 5 IF i = 0 AND (j
+ 1) = 4 THEN clr = (TIMER * 32) MOD 255 6 IF i = 0
AND (j + 1) = 4 THEN ps = RND * 64000 7 IF i = 0
THEN j = (j + 1) MOD 4 8 IF MID$(Msg$, j * 36 + i +
1, 1) = "0" THEN LINE ((ps MOD 320) + (i MOD 6) * sz + j
* (sz * 8), FIX(ps / 320) + FIX(i / 6) * sz)-STEP(sz,
sz), clr, BF 9 IF INKEY$ = "" GOTO
3 |
yar
i'm tired  | |
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relsoft Sanzo

Joined:
05 Nov 2001 Posts: 764 Location: Philippines
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Posted: 02 Feb
2003 09:13 Post
subject: |
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Finally!!!!!!
Now
that Lith's here...
I wouldn't be surprised if we get
to see the MMS and Bluecastle members posting here!!!
Yay!!! Keep it coming!!!!!
Dav: Would it be
possible for me to make a zip of all these files along with
the authors names and submit it to your
site? _________________ Medium or Rare?
Mysite: Genso'
Junkyard Our game: Frantic Journey
New FJ Screenies:
http://polacka.xepher.net/ | |
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Lithium New
Member
Joined: 01 Aug 2001 Posts: 16 Location: Nova
Scotia - Canada
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Posted: 02 Feb
2003 10:01 Post
subject: |
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this is my last one for
tonight
Code: |
1 Smiley$ =
"þþþþ*+++,,,þþþþþþþ*+++,,,,,,,þþþþ*++,þ,,,þ,,,,þþþ*+,,þ,,,þ,,,,þþ*++,,þ,,,þ,,,,,þ*+þ,,þ,,,þ,,þ,,þ*þþ,,,,,,,,,þþ,þ*+þ,,,,,,,,,þ,,þ*++þ,,,,,,,þ,,,þþ*+,þ,,,,,þ,,,þþþ*++,þþþþþ,,,,þþþþ*+++,,,,,,,þþþþþþþ*+++,,,þþþþþþþþþþþþþþþþþþþþþ"
2 SCREEN 13 3 sz = ABS(SIN(TIMER)) * 10 + 3 ' sz
= INT(ABS(SIN(TIMER)) * 10 + 3 4 ps = 0 5 i = (i
+ 1) MOD 224 6 IF (i = 0) AND (ps MOD 320 + int(sz)
* 16) >= 320 THEN ps = (FIX(ps / 320) + int(sz) * 14)
* 320 ELSE IF i = 0 THEN ps = ps + int(sz) * 16 7
LINE ((ps MOD 320) + (i MOD 16) * sz + j * (sz * 8),
FIX(ps / 320) + FIX(i / 16) * sz)-STEP(sz, sz),
ASC(MID$(Smiley$, i + 1, 1)), BF 8 IF (ps >
64000) AND (i = 0) THEN GOTO 3 9 IF INKEY$ = "" GOTO
5 |
zooming tiled smiley face
get
rid of the flicker by adding an INT() around
ABS(SIN(TIMER))*10+3, but that makes it jerky.. | |
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ak00ma Senior Member

Joined:
23 Oct 2002 Posts: 132 Location: Germany
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Posted: 02 Feb
2003 10:34 Post
subject: |
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Hey, this is my code. It's
like a little smoother
Code: |
1 SCREEN 13 2 DEF SEG =
&HA000 3 FOR n& = 0 TO 65000 4
POKE n&, INT(RND * 256) 5 NEXT n& 6 FOR
n& = 0 TO 64000 7 POKE n&,
(PEEK(n& - 1) + PEEK(n&) + PEEK(n& + 1) +
PEEK(n& + 320) + PEEK(n& - 320)) \ 5 8 NEXT
n& 9 GOTO 6
| _________________ QB 4 EVER
http://www.q-tech.de.vu/ | |
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Antoni Gual Forum Regular

Joined:
08 Dec 2002 Posts: 90 Location: Barcelona, Spain
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Posted: 02 Feb
2003 12:01 Post
subject: |
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Lithium: Your smiley zoom
is great!
While waiting for Nathan's fire...
Code: |
'Lissajous by Antoni Gual 1 IF k
= 0 THEN SCREEN 12 ELSE CLS 2 i& = (i& + 1)
AND &HFFFFF 3 k = 6.3 * RND 4 l = 6.3 * RND
5 n% = (n% + 1) MOD 15 6 FOR j& = 0 TO
100000 7 PSET (320 + 300 * SIN(.01 * SIN(k) +
j&), 240 + 200 * SIN(.01 * SIN(l) * j&)), n% + 1
8 NEXT 9 IF LEN(INKEY$) = 0 THEN GOTO 1
| _________________ Antoni | |
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Dav Webmaster

Joined:
08 Sep 2001 Posts: 200 Location: USA
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Posted: 02 Feb
2003 13:22 Post
subject: |
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relsoft
wrote: |
Dav: Would it be possible for me to
make a zip of all these files along with the authors
names and submit it to your
site? |
Good idea! Yes, please do.
- Dav | |
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toonski84 I
hold this place together

Joined:
31 May 2002 Posts: 977 Location: Melbourne,
Florida
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Posted: 02 Feb
2003 14:22 Post
subject: |
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well, here's a shot at
9-line fire, but i could only get it down to 10 lines. if you
dont mind bright, multicolored fire you can take out the fire
code. and since it went super-slow on my 1.8gig, it's probably
going to go even slower on other computers.
Code: |
' 10 line fire by jofers 1 SCREEN
13 2 FOR i = 0 TO 255 3 PALETTE i, i \ 4
4 NEXT i 5 PSET (x, 199), CINT(RND) * 255 6
FOR i = 198 TO 100 STEP -1 7 PSET (x, i),
(POINT(x, i + 1) + POINT(x + 1, i + 1) + POINT(x + 1, i
- 1) + POINT(x, i) + POINT(x, i + 2)) / 5 8 NEXT i
9 x = (x + 1) MOD 320 10 IF INKEY$ = "" THEN
GOTO 5
| _________________ D.A.M.M. - Drunks
Against Mad Mothers | |
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toonski84 I
hold this place together

Joined:
31 May 2002 Posts: 977 Location: Melbourne,
Florida
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Posted: 02 Feb
2003 14:30 Post
subject: |
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never mind, i got it down
to 9
Code: |
1 SCREEN 13 2 FOR a = 0 TO 255
3 PALETTE a, a \ 4 4 NEXT a 5 PSET (x,
199), CINT(RND) * 255 6 PSET (x, 198 - i), (POINT(x,
198 - i + 1) + POINT(x + 1, 198 - i + 1) + POINT(x + 1,
198 - i - 1) + POINT(x, 198 - i) + POINT(x, 198 - i +
2)) / 5 7 x = (x + 1) MOD 320 8 IF x = 0 THEN i
= (i + 1) MOD 98 9 IF INKEY$ = "" THEN GOTO 5
| _________________ D.A.M.M. - Drunks
Against Mad Mothers | |
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Antoni Gual Forum Regular

Joined:
08 Dec 2002 Posts: 90 Location: Barcelona, Spain
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Posted: 02 Feb
2003 15:47 Post
subject: We need Balls to keep the pace of this
challenge! |
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Code: |
'balls by Antoni Gual agual@eic.ictnet.es
1 IF p% >= 16 THEN 3 ELSE IF p% = 0 THEN
SCREEN 12 ELSE PALETTE p% - 1, b& 2 READ
p%, b& 3 IF p% < 16 THEN GOTO 9 ELSE a$
= MKI$(RND * 640 + 1) + MKI$(RND * 480) + MKS$((RND *
60) + 20) + MKI$(INT(RND * 4) * 4) + MKS$(RND *
3.141592) + MKS$(RND * 3.141592 / 1.5) 4 FOR i% =
-INT(CVS(MID$(a$, 5))) TO INT(CVS(MID$(a$, 5)))
5 FOR j% = -INT(SQR(CVS(MID$(a$, 5)) ^ 2 - i%
^ 2)) TO INT(SQR(CVS(MID$(a$, 5)) ^ 2 - i% ^ 2))
6 c! = 3 * (COS(CVS(MID$(a$, 11))) *
SIN(CVS(MID$(a$, 15))) * i% / CVS(MID$(a$, 5)) +
SIN(CVS(MID$(a$, 11))) * SIN(CVS(MID$(a$, 15))) * j% /
CVS(MID$(a$, 5)) + COS(CVS(MID$(a$, 15))) * SQR(1.11 -
(i% / CVS(MID$(a$, 5))) ^ 2 - (j% / CVS(MID$(a$, 5) _
)) ^ 2)) 7 PSET (CVI(MID$(a$, 1)) +
i%, CVI(MID$(a$, 3)) + j%), 1 + CVI(MID$(a$, 9)) +
INT(c!) + (RND > (c! - INT(c!))) 8 NEXT j%, i%
9 IF LEN(INKEY$) = 0 THEN GOTO 1 ELSE DATA
1,&h5,2,&h10,3,&h20,4,&h30,5,&h500,6,&h1000,7,&h2000,8,&h3000,9,&h50000,10,&h100000,11,&h200000,12,&h300000,13,&h50505,14,&h101010,15,&h202020,16,&h303030,17,0
| _________________ Antoni | |
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toonski84 I
hold this place together

Joined:
31 May 2002 Posts: 977 Location: Melbourne,
Florida
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Posted: 02 Feb
2003 16:14 Post
subject: |
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egad. this filler challenge
has become quite a phenomena. i dont think toshi's had this
many entry (well, after the fourth one that happened but you
get the idea) _________________ D.A.M.M. - Drunks
Against Mad Mothers | |
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Lithium New
Member
Joined: 01 Aug 2001 Posts: 16 Location: Nova
Scotia - Canada
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Posted: 02 Feb
2003 18:57 Post
subject: Bouncing balls! |
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Code: |
1 SCREEN 13 2 DIM ballx(50),
bally(50), ballxv(50), ballyv(50) 3 i = (i + 1) MOD
50 4 IF ballx(i) = 0 THEN ballx(i) = RND * 320 ELSE
IF bally(i) = 0 THEN bally(i) = RND * 320 5 IF
ballxv(i) = 0 THEN ballxv(i) = RND * 10 - 5 ELSE IF
ballyv(i) = 0 THEN ballyv(i) = RND * 10 - 5 6 IF
(ballx(i) >= 320 AND ballxv(i) > 0) OR (ballx(i)
<= 1 AND ballxv(i) < 0) THEN ballxv(i) =
-ballxv(i) ELSE ballx(i) = ballx(i) + ballxv(i) 7 IF
(bally(i) >= 200 AND ballyv(i) > 0) OR (bally(i)
<= 1 AND ballyv(i) < 0) THEN ballyv(i) =
-ballyv(i) ELSE bally(i) = bally(i) + ballyv(i) 8
CIRCLE (ballx(i), bally(i)), (TIMER / 16) MOD (i + 1), i
MOD 15 + 16 9 IF INKEY$ = "" THEN GOTO
3 |
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Dav Webmaster

Joined:
08 Sep 2001 Posts: 200 Location: USA
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Posted: 02 Feb
2003 19:28 Post
subject: |
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A cheap-o way to do a
cheap-o fire effect in 8 lines.
Code: |
1 FOR t = -1 TO 64 2
IF t = -1 THEN SCREEN 13 ELSE IF t = 64 THEN LINE
(0, 189)-(319, 199), 60, BF ELSE PALETTE t, t 3 NEXT
4 FOR y% = 169 TO 189 5 FOR x% = 0 TO 319 6
IF x% = 319 AND y% = 189 THEN GOTO 4 ELSE c% = POINT(x%,
y%) - RND * 8 7 IF c% >= 0 THEN PSET (x%, y% -
1), c% ELSE IF INKEY$ <> "" THEN END 8 NEXT
x%, y%
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You could change it easy to fill up the
screen, but it would soooo slow.
Change the 169 in
line 4 to a lower number, and the * 8 in line 6 to a lower
number as well.
- Dav | |
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toonski84 I
hold this place together

Joined:
31 May 2002 Posts: 977 Location: Melbourne,
Florida
|
Posted: 02 Feb
2003 22:07 Post
subject: |
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if/then/else is *such* a
cheap hack
but it's definately faster than
mine... _________________ D.A.M.M. - Drunks Against Mad
Mothers | |
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