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Legends and mysteries in the history of the scene

category: general [glöplog]
Crusader: Intelligence says that their airplane was shot down by a rocket over France after MS2001. Whether they survived or not is a real mistery...
added on the 2003-06-03 11:18:22 by Gargaj Gargaj
well party was asm98 and this crazy dude was member of finnish group that i wont name.
and axe is ofcourse for playing real life quake! (dont you remember that quake has axe)


added on the 2003-06-03 12:34:07 by uns3en_ uns3en_
tomcat, count me the third. oldschool sucks anyway.
added on the 2003-06-03 15:40:39 by skrebbel skrebbel
There is a lot written about groupfights. It'll make funny reading for sure.
added on the 2003-06-03 21:15:05 by tomcat tomcat
Hey Mr. Troublemaker!

1. I know MUCH things better than you (talking basicly about PC demoscene), but in case Exceed _EVERYTHING_.

2. "There are this and that everybody knows about you. When it comes to Exceed matters, I'll turn to Picard, Warpig or (TR), the actual founder of Exceed.."

(TR) HAD NEVER ANYTHING TO DO WITH EXCEED. You are looking for a bad contract you have... I preffer Cavinton for you. Btw. Picard is with us since '99 and Warpig since '98... And we started in '96, with 3 members: Su:N, NNS and me.

ALL IN ALL, WRITE ABOUT REALITY, NOT YOUR "MATRIX".

3. "Also let's not recall that you've stolen the 'Fleur' diskmag from DFJ, without his permission."

WHOHOHOHO.... read Fleur3's editoral, and you'll get the truth as all sceners can read it. Just you don't. But you also can ask all Dilemma members.

So in 3 minutes you failed here... where next?
added on the 2003-06-04 22:51:27 by d-lee d-lee
i heard plek is doing heroine!!!
added on the 2003-06-05 01:50:05 by okkie okkie
i heard okkie is an arachnophiliac
added on the 2003-06-05 02:05:26 by dalezr dalezr
D-Lee, you're pathetic. Why don't you just type "I AM THE MASTER OF THE DEMOSCENE AND YOU ALL SUCK?" Tell me, if you're sooo smart, why aren't *you* writing this book?
added on the 2003-06-05 02:13:48 by tomcat tomcat
By the way, it's your common attitude to trash others' work if you can't do it better. I still remember a conversation between you and Ward at TP7. The organizers messed up something, as you said:

- We did it much better at Other '97!

Hearing this, Ward said:

- But... wasn't Other '97 cancelled?
- Duh... never mind.
added on the 2003-06-05 02:16:32 by tomcat tomcat
dalezy: only with gay spiders :D
added on the 2003-06-05 02:49:18 by okkie okkie
tomcat and dlee, you're both pathetic. cept that tomcat at least keeps stuff lowercase.
added on the 2003-06-05 14:57:22 by skrebbel skrebbel
Real sceners flame lowercase. =)
added on the 2003-06-05 20:16:11 by tomcat tomcat
RICHARD YUO ARR BÝG LAMAR FOUR STEALÝGN MY NAME,I WILL KIKC YOU IN NUT 'N THEN BEET YUO UPP!!!!!!! ALSO FUCKÝGNS TO OTHERS!!!!
added on the 2003-06-05 20:20:55 by reed reed
Why i'm not writing that book?
I'm not a fallen star, like Attila Arpa @ RTL Klub (for german/dutch peolpe: a guy like Mr. de Moll in RTL Media & co.)and _HAVE TO_ write shit & bad rumors about my ex-workplace or better said in this case, my hobby, to motivate readers in interrest my ego.
And i don't feel so that i'm the right and well informated person to doing it. And well, lack of interrest and time also matters.

Hah, Other97... you ALWAYS going back to this point in my scene "carrier" when you are out of arguments and so. Btw. we talked about the event at TP6, and of course Ward wrote about it in their paper mag OTHER SIDE, but sad but true it was never held becouse of the local council. That's all about it, now rumor whatewer you want. (Btw. Wildside, Contract, Majic12, and the local matadors Bassline Project and Exceed people were present, all in all 12 people, and we had a great time, and get drunk. :))

Over & out, i don't care about this topic anymore.
And at least we have a damn good lawyer, when everything goes bad, you know who'm talking about. =P
added on the 2003-06-05 21:22:09 by d-lee d-lee
Today's riddle: why d-lee is considered the biggest lamer ever on the Hungarian scene? Ok, never mind.

So now that d-lee ran his usual circles of speaking evil of my book - as he usually does on any forum where it comes - we can perhaps return to the original subject. Tell me your rumours!
added on the 2003-06-05 22:46:31 by tomcat tomcat
tomcat, but you have to agree.. the TP organizers have never been good at running the PC compos (I have no idea of their capacities in running the amiga compos :)

Hi there!

I don't want to hear this crap again, so I release the BLOB.CPP. I say again: I wasn't stolen this! Some people is spreading this fake information.

And some extra information:
Arpi and me was same group called Astral. Inferno, Shaman and me are the founders of this group, Arpi and Strepto joined later. It was some difference of our coding view, so I've leaved Astral and joined to Exceed. I used some component of Arpi's algorithms (but the core of his algoriths based on Rod's surface searching, so It's not Arpi's algorithm anyway!!!), and he used also of main's, so fifty-fifty.

And the most important thing:
I've given up my scene carrier already, so leave me alone!

bye,
robson




------------------ BLOB:CPP
// Polygonized Blob engine (c) robson of exceed 2000

#include <math.h>
#include <malloc.h>
#include <stdio.h>
#include <windows.h>

#include "..\..\_headers\scene\scene.h"
#include "..\..\_headers\dprintf.h"
#include "..\..\_headers\jpeg.h"
#include "..\..\_headers\misc.h"

#include "cubes.h"
#include "structs.h"
#include "vector.h"
#include "render.c"


static float mlim;

// ------------------------------------------------------------------------
// A blob tablaknak memoriafoglalas
// ------------------------------------------------------------------------
void BLOB_Init(blobs *b, int _size, int num)
{
b->Grid = (blob_gridpoint *)malloc(_size * _size * _size * sizeof(blob_gridpoint));

b->size= _size;
b->size2= _size * _size;
b->size05= _size >> 1;

b->isolevel= 0.5; // ISO Surface szintje!

b->numBlob= num;
b->blobpos = (vector*) malloc(num * sizeof(vector));
b->blobcolor = (vector*) malloc(num * sizeof(vector));
b->blobsize = (float*) malloc(num * sizeof(float));
b->verts = (vertex*)malloc(MAXVERT * sizeof(vertex));
b->faces = (face*) malloc(MAXFACE * sizeof(face));
b->Texture = (byte*)Alloc256k(65536*4);
FileLoad_JPEG(Env.MapPath, Env.BlobMap, (char *)b->Texture);
}


void BLOB_Close(blobs *b)
{
/*
free(b->blobpos);
free(b->blobcolor);
free(b->blobsize);
free(b->verts);
free(b->faces);
//free(b->Texture);
*/
}

// ------------------------------------------------------------------------
// Grid kinullazasa, minden frameben meg kell hivni!
// ------------------------------------------------------------------------
void BLOB_ResetGrid(blobs *b)
{
// kiuritjuk a blobtablat
blob_gridpoint *mptr;
int x,y,z;
int size;

mptr = b->Grid;
size= b->size;

for (z=0;z<size;z++)
for (y=0;y<size;y++)
for (x=0;x<size;x++)
{
mptr->intensity = 0.0f;
mptr->calculated = FALSE;
mptr->walkthrough = FALSE;
mptr->below = TRUE;
mptr++;
}
}

// --------------------------------
// Kiinterpolalja a felszin es a kocka metszese altalkeletkezett vertexeket
// - Koordinatak
// - Normalvektorok
// ------------------------------
int maxx,maxy,maxz, minx, miny, minz;
static void interp(blobs *b, blob_gridpoint *v1, blob_gridpoint *v2, vertex *v, int x1, int y1, int z1, int x2, int y2, int z2)
{
float mu;

if (fabs (b->isolevel - v1->intensity) < EPSILON)
{
v->Base.x = b->xmin+ ((float)x1)*(b->xmax-b->xmin)/b->size;
v->Base.y = b->ymin+ ((float)y1)*(b->ymax-b->ymin)/b->size;
v->Base.z = b->zmin+ ((float)z1)*(b->zmax-b->zmin)/b->size;
v->VertexNormal.x = v1->normal.x;
v->VertexNormal.y = v1->normal.y;
v->VertexNormal.z = v1->normal.z;
return;
}

if (fabs (b->isolevel - v2->intensity) < EPSILON)
{
v->Base.x = b->xmin+ ((float)x2)*(b->xmax-b->xmin)/b->size;
v->Base.y = b->ymin+ ((float)y2)*(b->ymax-b->ymin)/b->size;
v->Base.z = b->zmin+ ((float)z2)*(b->zmax-b->zmin)/b->size;
v->VertexNormal.x = v2->normal.x;
v->VertexNormal.y = v2->normal.y;
v->VertexNormal.z = v2->normal.z;
return;
}

if (fabs (v1->intensity - v2->intensity) < EPSILON)
{
v->Base.x = b->xmin+ ((float)x1)*(b->xmax-b->xmin)/b->size;
v->Base.y = b->ymin+ ((float)y1)*(b->ymax-b->ymin)/b->size;
v->Base.z = b->zmin+ ((float)z1)*(b->zmax-b->zmin)/b->size;
v->VertexNormal.x = v1->normal.x;
v->VertexNormal.y = v1->normal.y;
v->VertexNormal.z = v1->normal.z;
return;
}

mu = (b->isolevel - v1->intensity) / (v2->intensity - v1->intensity);
v->Base.x = x1 + mu * (x2 - x1);
v->Base.y = y1 + mu * (y2 - y1);
v->Base.z = z1 + mu * (z2 - z1);
v->Base.x = b->xmin+ (v->Base.x)*(b->xmax-b->xmin)/b->size;
v->Base.y = b->ymin+ (v->Base.y)*(b->ymax-b->ymin)/b->size;
v->Base.z = b->zmin+ (v->Base.z)*(b->zmax-b->zmin)/b->size;
v->VertexNormal.x = v1->normal.x+(v2->normal.x-v1->normal.x)*mu;
v->VertexNormal.y = v1->normal.y+(v2->normal.y-v1->normal.y)*mu;
v->VertexNormal.z = v1->normal.z+(v2->normal.z-v1->normal.z)*mu;
}

// ------------------------------------------------------------------------
// Adott terpontra megadja a tererot
// ------------------------------------------------------------------------
float get_intensity (blobs *b, int x, int y, int z)
{
vector v;
float t1,t;
int i;


t=0.0f;
for (i=0;i<b->numBlob;i++)
{
vect_set (&v, (float)x, (float)y, (float)z);
vect_sub (&v, &(b->blobpos[i]), &v);
if (v.x<mlim && v.y<mlim && v.z<mlim)
{
t1 = vect_len(&v);
if (t1 != 0 && t1<=mlim)
{
t1 = b->isolevel * b->magic / (t1 + b->magic) * b->blobsize[i]*b->blobscale;
t+=t1;
}

}
}
return t;
}

// ------------------------------------------------------------------------
// Na ez az ami kiszamolja a tereroket, meg a polygonlistat is megcsinalja
// ------------------------------------------------------------------------
#define grid(x,y,z) mptr[x + y*size + z*size2]

unsigned char BLOB_CalcGrid(blobs *b, int x, int y, int z, unsigned char flag)
{
blob_gridpoint *g;
g = &(b->Grid[x + y*b->size + z*b->size2]);

if (!g->calculated)
{
g->intensity = get_intensity (b, x - b->size05, y - b->size05, z - b->size05);
g->calculated = TRUE;
if (g->intensity < b->isolevel) g->below=TRUE; else g->below=FALSE;
}

if (g->below)
return flag;
else
return 0;
}



int BLOB_DoCube(blobs *b, int x, int y, int z)
{
int cubeindex;
cubeindex = 0;
cubeindex |= BLOB_CalcGrid(b, x+0, y+0, z+0,1);
cubeindex |= BLOB_CalcGrid(b, x+1, y+0, z+0,2);
cubeindex |= BLOB_CalcGrid(b, x+1, y+0, z+1,4);
cubeindex |= BLOB_CalcGrid(b, x+0, y+0, z+1,8);
cubeindex |= BLOB_CalcGrid(b, x+0, y+1, z+0,16);
cubeindex |= BLOB_CalcGrid(b, x+1, y+1, z+0,32);
cubeindex |= BLOB_CalcGrid(b, x+1, y+1, z+1,64);
cubeindex |= BLOB_CalcGrid(b, x+0, y+1, z+1,128);
return cubeindex;
}




// ------------------------------------------------------------------------
// A Blob feluleten vegighalado rekurziv fuggveny
// ix/iy/iz a blob feluleten kell legyen!
//int BLOB_Recurse(blobs *b, int ix, int iy, int iz)
// 1+ 2+ 4+ 8 // A = lefelé 0 1 2 3
// 16+ 32+ 64+ 128 // F = felfelé 4 5 6 7
// 8+ 128+ 256+2048 // B = balra 3 4 8 11
// 2+ 32+ 512+1024 // J = jobbra 1 5 9 10
// 1+ 16+ 256+ 512 // E = elôre 0 4 8 9
// 4+ 64+1024+2048 // H = hátra 2 6 10 11
// ------------------------------------------------------------------------
#define lefele ((m&1)||(m&2)||(m&4)||(m&8))
#define felfele ((m&16)||(m&32)||(m&64)||(m&128))
#define balra ((m&8)||(m&128)||(m&256)||(m&2048))
#define jobbra ((m&2)||(m&32)||(m&512)||(m&1024))
#define elore ((m&1)||(m&16)||(m&256)||(m&512))
#define hatra ((m&4)||(m&64)||(m&1024)||(m&2048))

void BLOB_Recurse(blobs *b)
{
int m;
blob_gridpoint *mptr;

// Nincsen benne a racsban
if(b->ixx<0 || b->ixx>b->size-2 || b->iyy<0 || b->iyy>b->size-2 || b->izz<0 || b->izz>b->size-2) return;
mptr = b->Grid + b->ixx + b->iyy * b->size + b->izz * b->size2;

if (!mptr->walkthrough)
{

mptr->walkthrough = TRUE;

// bitmaszk, melyik eleket metszi a blobfelulet
m=edgetable[BLOB_DoCube(b, b->ixx,b->iyy,b->izz)];

if lefele {b->iyy--;BLOB_Recurse(b);b->iyy++;}
if felfele{b->iyy++;BLOB_Recurse(b);b->iyy--;}
if balra {b->ixx--;BLOB_Recurse(b);b->ixx++;}
if jobbra{b->ixx++;BLOB_Recurse(b);b->ixx--;}
if elore {b->izz--;BLOB_Recurse(b);b->izz++;}
if hatra {b->izz++;BLOB_Recurse(b);b->izz--;}
}
}

// ------------------------------------------------------------------------
// ix,iy,iz a blob belsejeben kell legyen!
// Megkeresi a felszinet, hogy utana a BLOB_Recurse()-al bejarja
// ------------------------------------------------------------------------
void BLOB_SearchSurface(blobs *b, int ix, int iy, int iz)
{
int ix2=ix;
int iy2=iy;
int iz2=iz;


for(ix2=ix;ix2<b->size;ix2++)
{
if(BLOB_DoCube(b,ix2,iy,iz)!=0)
{
b->ixx=ix2;
b->iyy=iy;
b->izz=iz;
BLOB_Recurse(b);
return;
}
}

DPrintf("Nincsen blobsurface!\n");
return; // Nincsen meg a surface
}




void BLOB_Surface(blobs *b)
{
blob_gridpoint *g [8];
blob_gridpoint *mptr;
vertex v[12];

float isolevel;
float size05;
int s, qsize, size, size2;
int x, y, z, i;
int cubeindex;

if (b->Bounding != 0)
{

s= b->size05;
qsize= b->size * b->size;
size= b->size;
size2= b->size2;
size05=(float)b->size05;

int ix,iy,iz;
for (i=0;i<b->numBlob;i++)
{
ix = (int)(b->blobpos[i].x+b->size05);
iy = (int)(b->blobpos[i].y+b->size05);
iz = (int)(b->blobpos[i].z+b->size05);
BLOB_SearchSurface(b,ix,iy,iz);
}

// A racs normalvectorainak kalkulacioja
mptr = b->Grid + 1 + size + size2;
for (z = 1; z < size - 1; z++)
{
for (y = 1; y < size - 1; y++)
{
for (x = 1; x < size - 1; x++)
{
if (mptr->calculated)
{
if (Env.BlobCalcNormal)
{
BLOB_CalcGrid(b, x-1, y, z, 1);
BLOB_CalcGrid(b, x+1, y, z, 1);
BLOB_CalcGrid(b, x, y-1, z, 1);
BLOB_CalcGrid(b, x, y+1, z, 1);
BLOB_CalcGrid(b, x, y, z-1, 1);
BLOB_CalcGrid(b, x, y, z+1, 1);
}
mptr->normal.x = (mptr - 1 )->intensity - (mptr + 1 )->intensity;
mptr->normal.y = (mptr - size )->intensity - (mptr + size )->intensity;
mptr->normal.z = (mptr - size2)->intensity - (mptr + size2)->intensity;
}
mptr++;
}
mptr += 2;
}

mptr += (size<<1);
}

// Na itt szamoljuk ki a felszint
// - A Kockat felepitjuk a 6 pontbol
// - Megnezzuk, hogy a felszin a kockan belul van-e
// - Ha belul van, megnezzuk, hogy a kocka mely pontjai esnek kivul illetve belul
// - A vertexbe kiinterpolaljuk a pontokat
b->facenum = 0;
b->vertexnum = 0;

isolevel= b->isolevel;
mptr = b->Grid + 1 + size + size2;
for (z = 1; z < size - 2; z++)
{
for (y = 1; y < size - 2; y++)
{
for (x = 1; x < size - 2; x++)
{

g [0] = &grid (0, 0, 0);
g [1] = &grid (1, 0, 0);
g [2] = &grid (1, 0, 1);
g [3] = &grid (0, 0, 1);
g [4] = &grid (0, 1, 0);
g [5] = &grid (1, 1, 0);
g [6] = &grid (1, 1, 1);
g [7] = &grid (0, 1, 1);

cubeindex = 0;

if (g [0]->below) cubeindex |= 1;
if (g [1]->below) cubeindex |= 2;
if (g [2]->below) cubeindex |= 4;
if (g [3]->below) cubeindex |= 8;
if (g [4]->below) cubeindex |= 16;
if (g [5]->below) cubeindex |= 32;
if (g [6]->below) cubeindex |= 64;
if (g [7]->below) cubeindex |= 128;

int edge = edgetable [cubeindex];
// Csak ha metszi a felulet
if (cubeindex > 0)
{
if (edge & 1) interp (b,g[0], g[1], &v[0], x, y, z, x + 1, y, z);
if (edge & 2) interp (b,g[1], g[2], &v[1], x + 1, y, z, x + 1, y, z + 1);
if (edge & 4) interp (b,g[2], g[3], &v[2], x + 1, y, z + 1, x, y, z + 1);
if (edge & 8) interp (b,g[3], g[0], &v[3], x, y, z + 1, x, y, z);

if (edge & 16) interp (b,g[4], g[5], &v[4], x, y + 1, z, x + 1, y + 1, z);
if (edge & 32) interp (b,g[5], g[6], &v[5], x + 1, y + 1, z, x + 1, y + 1, z + 1);
if (edge & 64) interp (b,g[6], g[7], &v[6], x + 1, y + 1, z + 1, x, y + 1, z + 1);
if (edge & 128) interp (b,g[7], g[4], &v[7], x, y + 1, z + 1, x, y + 1, z);

if (edge & 256) interp (b,g[0], g[4], &v[8], x, y, z, x, y + 1, z);
if (edge & 512) interp (b,g[1], g[5], &v[9], x + 1, y, z, x + 1, y + 1, z);
if (edge & 1024) interp (b,g[2], g[6], &v[10], x + 1, y, z + 1, x + 1, y + 1, z + 1);
if (edge & 2048) interp (b,g[3], g[7], &v[11], x, y, z + 1, x, y + 1, z + 1);


for (i = 0; tritable[cubeindex][i] != -1; i += 3)
{
memcpy(&b->verts[b->vertexnum+0],&v [tritable [cubeindex][i + 0]], sizeof(vertex));
memcpy(&b->verts[b->vertexnum+1],&v [tritable [cubeindex][i + 1]], sizeof(vertex));
memcpy(&b->verts[b->vertexnum+2],&v [tritable [cubeindex][i + 2]], sizeof(vertex));

vect_normalize(&(b->verts[b->vertexnum].VertexNormal),&(b->verts[b->vertexnum].VertexNormal));
vect_normalize(&(b->verts[b->vertexnum+1].VertexNormal),&(b->verts[b->vertexnum+1].VertexNormal));
vect_normalize(&(b->verts[b->vertexnum+2].VertexNormal),&(b->verts[b->vertexnum+2].VertexNormal));

b->faces[b->facenum].P1 = &(b->verts[b->vertexnum]);
b->faces[b->facenum].P2 = &(b->verts[b->vertexnum+1]);
b->faces[b->facenum].P3 = &(b->verts[b->vertexnum+2]);
b->vertexnum+=3;
b->facenum++;
}

}
mptr++;
}
mptr += 3;
}
mptr += 3 * size;

}
}
}


blobs b2;
light *Blobs[50];

void BlobSetup(scene *Scene, blobs *b)
{

blobs &b1 = *b;
DPrintf("Initializing BLOB engine...");

//*** Search Bounding Box ***//
b1.Bounding = 0;
for (dword i=0; i<Scene->Num_Meshes; i++){
char name[256];
strcpy(name, Scene->Meshes[i].Name);
name[4] = '\0';
if (strcmpi(name, "blob") == 0){
b1.Bounding = &Scene->Meshes[i];
}
}

if (!b1.Bounding) return;
//*** Search Blobs ***//
dword num_blob = 0;
for (i=0; i<Scene->Num_Lights; i++){
char name[256];
strcpy(name, Scene->Lights[i].Name);
name[4] = '\0';
if (strcmpi(name, "blob") == 0){
Blobs[num_blob++] = &Scene->Lights[i];
}
}

BLOB_Init(&b1,Env.BlobGridNum, num_blob); //Env.BlobNum);

b1.maxnumBlob = num_blob;

DPrintf("Blobnum = %d\n",b1.maxnumBlob);
DPrintf("OK\n");
BLOB_ResetGrid(&b1);
b1.isolevel = Env.BlobIsolevel;
b1.blobscale = Env.BlobScale;
b1.magic = Env.BlobMagic;

// Ez a limit, nem kalkulal azzal a blobbal ami azon a tavolsagon tul van,
mlim = b1.isolevel*400;
}



void BlobRender(camera *cam, blobs *b)
{

blobs &b1 = *b;

if (!b1.Bounding) return;
if (b1.Bounding->Flags & obj_hidden) return;
b1.Cam = cam;

//*** Setup Bounding Box ***//
matrix Mtx;
vector min,max,bs;
meshes *Mesh = b1.Bounding;
matrix_copy(Mesh->Matrix, Mtx);
matrix_mulvec(Mtx, &Mesh->Max, &max);
matrix_mulvec(Mtx, &Mesh->Min, &min);

b1.xmin = min.x;
b1.ymin = min.y;
b1.zmin = min.z;
b1.xmax = max.x;
b1.ymax = max.y;
b1.zmax = max.z;

vect_sub(&max,&min,&bs);
vect_scale(&bs, 1.0f/(float)b1.size,&bs);

b1.numBlob = 0;
for(int i=0; i<b1.maxnumBlob; i++)
{
if (Blobs[i]->Flags & obj_hidden) continue;
vect_sub(&Blobs[i]->Pos, &min, &b1.blobpos[b1.numBlob]);
vect_div(&b1.blobpos[b1.numBlob], &bs, &b1.blobpos[b1.numBlob]);
b1.blobpos[b1.numBlob].x -= b1.size05;
b1.blobpos[b1.numBlob].y -= b1.size05;
b1.blobpos[b1.numBlob].z -= b1.size05;
b1.blobsize[b1.numBlob] = Blobs[i]->Color.r;
b1.numBlob++;
}

if (b1.numBlob>0)
{
BLOB_ResetGrid(&b1);
BLOB_Surface(&b1);
BLOB_RenderFaces(&b1);
}
}

void BlobDeinit(blobs *b)
{
BLOB_Close(b);
}
added on the 2003-06-06 11:11:54 by robson robson
----- STRUCTS.H

//float MAGIC=2.5f;
//float BLOBSIZE=0.7f;
//float DELAY=0.6f;
dword MAXFACE=6000;
dword MAXVERT=MAXFACE*3;


// Ebbe szamoljuk ki a blobracs ertekeit - egy flag jelzi, hogy ez a pont
// ki lett-e szamolva
typedef struct
{
float intensity;
vector normal;
bool walkthrough;
bool calculated;
bool below;
} blob_gridpoint;


typedef struct
{
// A kovetkezo adatokat BLOB_Init() elott meg kell adni a blobs strukturaban.
float isolevel; // Ezt meg kell adni - Mekkora tereronel legyen a surface
int size; // Mekkora legyen a racs
int numBlob; // Blobok szama
int maxnumBlob; // Blobok szama

// A kovetkezo adatokat mindig a BLOB_Calc() elott kell megadni.
vector *blobpos;
float *blobsize; // A Blob merete - hasznalhato negativ is, az lyukat general!
vector *blobcolor; // Blobok szinei
float magic;
float blobscale;
float delay;

int size2;
int size05;
// Ez is BLOB_Calc() elootvan. Ez adja meg a Bounding box (?) koordinatait
// Olyan teglatest, ahol a harom el egybeesik az x,y,z tengelyekkel, emiatt
// a 6pont koordinataja felirhato 6 skalar szammal, megpedig:
float xmin,xmax,ymin,ymax,zmin,zmax;

vertex *verts;
int vertexnum;
face *faces;
int facenum;

camera *Cam;
meshes *Bounding;
void *Texture;
int ixx, iyy, izz;

blob_gridpoint *Grid; // A racs maga

} blobs;
added on the 2003-06-06 11:19:19 by robson robson
eh?
added on the 2003-06-06 11:27:17 by Optimus Optimus
Seriously now, this thread is a bit fun, but I hope it won't demotivate Tomcat to not release the book. I want that book!
added on the 2003-06-06 11:29:37 by Optimus Optimus
This is just funny. I said two words about Exceed, and that there's a well known rumour about their demo, and see, D-Lee defends themselves like his lives would depend on it. Also, he immediately assumes that anyone writing about Exceed would undoubtedly only try to ruin their reputation, and write anything without looking behind it - just because they usually do the same with other groups. If D-Lee had ever read the Freax FAQ, he'd have some picture about my research methods. But he's only interested in egotripping, just like he always was.

There is a wise old Hungarian saying: "The apologizer just accuses himself."
added on the 2003-06-06 12:11:39 by tomcat tomcat
since we're up to releasing sources here, ..

Extended Module: deine mutter FastTracker v2.00        } @ {›0ƒ7€„o•<e7›8ÿˆ „ dalezy * tequilla 1998 1 S - _
added on the 2003-06-06 12:38:27 by dalezr dalezr
Tomcat - if you want my advice, keep dropping hints about what's in the book like 'a guy from (group a) stabbed a guy from (group b), and stole the sources for his famous demo from that guy's dead body. And say you were infromed by a guy from (group b) - don't say who.

Then, people will get really angry, and there will be a lot of fights (some deaths too if you're lucky) at partys.

That gives you a great final chapter for the book... And the violence will get in the news too (free publicity).

Then you just publish the truth in the book, and ask people what all the fuss was about. You'll make a fortune.
added on the 2003-06-06 13:31:31 by psonice psonice
i admit. i ripped it all:

$CPU 8086 ' program works on any CPU

$OPTIMIZE SIZE ' make smallest possible executable
$COMPILE EXE ' compile to an EXE

$DEBUG MAP OFF ' turn off map file generation
$DEBUG PBDEBUG OFF ' don't include pbdebug support in our executable

$LIB COM OFF ' turn off PowerBASIC's communications library.
$LIB CGA OFF ' turn off PowerBASIC's CGA graphics library.
$LIB EGA OFF ' turn off PowerBASIC's EGA graphics library.
'$LIB VGA OFF ' turn off PowerBASIC's VGA graphics library.
$LIB LPT OFF ' turn off PowerBASIC's printer support library.
$LIB IPRINT OFF ' turn off PowerBASIC's interpreted print library.
$LIB FULLFLOAT OFF ' turn off PowerBASIC's floating point support.

$ERROR BOUNDS OFF ' turn off bounds checking
$ERROR NUMERIC OFF ' turn off numeric checking
$ERROR OVERFLOW OFF ' turn off overflow checking
$ERROR STACK OFF ' turn off stack checking

'$FLOAT PROCEDURE ' use procedural floating point to optimize for
' ' machines without a co-processor

$COM 0 ' set communications buffer to nothing
$STRING 16 ' set largest string size at 16k
$STACK 2048 ' let's use a 2k stack
$SOUND 1 ' smallest music buffer possible

$DIM ARRAY ' force arrays to be pre-dimensioned before they can
' be used
$DYNAMIC ' all arrays will be dynamic by default

'$OPTION CNTLBREAK OFF ' don't allow Ctrl-Break to exit program

DEFINT A-Z ' default all variables to integers for maximum

$LINK "MSE_PB.OBJ" '\
$INCLUDE "BWSB.PBI" ' | Use these lines for PB3.x
$INCLUDE "GDMTYPE.BI" '/

DIM ModHeader AS GDMHeader 'Module Header

'Freemem& = FRE(-1) - 800 'Basic Heap - EXE Memory (80000)
A& = SETMEM(-100000) 'This is the memory freed for
'module and MSE usage.

' File Offset Ä¿ ÚÄ Oversampling rate (sound quality)
'  
ErrorFlag% = LoadMSE("SB16.MSE", 0, 45, 16384, &HFFFF, &HFF, &HFF)
'     
' MSE file name ÄÄÙ ³ ÃÄÄÄÄÄÄÁÄÄÄÄÙ
' Buffer size ÄÙ ÀÄ Autodetect IRQ, base I/O
' address, and DMA channel

SELECT CASE ErrorFlag%
CASE 0
CASE 1: PRINT "Base I/O address autodetection failure": END
CASE 2: PRINT "IRQ level autodetection failure": END
CASE 3: PRINT "DMA channel autodetection failure": END
CASE 4: PRINT "DMA channel not supported": END
CASE 6: PRINT "Sound device does not respond": END
CASE 7: PRINT "Memory control blocks destroyed": END
CASE 8: PRINT "Insufficient memory for mixing buffers": END
CASE 9: PRINT "Insufficient memory for MSE file": END
CASE 10: PRINT "MSE has invalid identification string (corrupt/non-existant)": END
CASE 11: PRINT "MSE disk read failure": END
CASE 12: PRINT "MVSOUND.SYS not loaded (required for PAS use)": END
CASE ELSE: PRINT "Unknown error on MSE startup" + STR$(ErrorFlag): END
END SELECT

ErrorFlag% = 0 'DONT use EMS

File = FREEFILE 'Get a free file handle number
OPEN "1.GDM" FOR BINARY AS File 'Open the module in binary mode
' ÚÄ Calling: Load Flags (EMS enable)
'Load our module:  Returns: Error flag (0 - no errors) Call
LoadGDM FileAttr(File, 2), 0, ErrorFlag%, VARSEG(ModHeader), VARPTR(ModHeader)
'   
' File ÄÙ ÀÄ Offset into ÀÄ Module header that you can use later
' Handle file to load to get information on the GDM loaded.
' from.

SELECT CASE ErrorFlag%
CASE 0
CASE 1: PRINT "Module is corrupt": END
CASE 2: PRINT "Could not autodetect module type": END
CASE 3: PRINT "Bad format ID": END
CASE 4: PRINT "Out of memory": END
CASE 5: PRINT "Cannot unpack samples": END
CASE 6: PRINT "AdLib samples not supported": END
CASE ELSE: PRINT "Unknown Load Error:" + STR$(ErrorFlag): END
END SELECT

CLOSE File 'Close the file handle..

MusChans = 0 'Start out at zero..
FOR J = 1 TO 32 'Scan for used music channels
IF ASC(MID$(ModHeader.PanMap, J, 1)) <> &HFF THEN
MusChans = MusChans + 1
END IF
NEXT

' ÚÄ Actual oversampling rate in use (Hz)
' 
OverRate& = StartOutput(MusChans, 0) 'Start your (sound) engines
'  
'# of Music+Sound channels ÄÙ ÀÄ Amplification level (0 - none)






' speed and minimum size
pi! = 3.141592654


rem *** this is the IJSKAST 64k intro for bizarre 1999 ***
cls
color 7
screen 0
print "Choose your sound card - using IJSKASTplayer"
print
locate ,19
print "1. Gus"
locate ,19
print "2. Soundblaster"
locate ,19
print "3. Adlib"
locate ,19
print "4. IBM sound tech."
locate ,19
print "5. Internal speaker"
locate ,18
print "5«. PAS16"
locate ,19
print "6. beeper"
locate ,19
print "7. EWS64XL
locate ,19
print "8. SB AWE64/32"
locate ,19
print "9. diskdrive"
locate ,19
print "A. HardSID"
locate ,19
print "B. Double HardSID (stereo!)"
print "any key will do for. No Sound"
locate 15,60
input "";hallo_nu_een_variabele_invoeren_aub

color 31
locate 18
print "warning. you do not have the card you selected"
print "we'll try a SB16, if it crashes, you don't have one."

delay 3.5





screen 0
cls
delay .5
locate 10,33
color 2
print "L O A D I N G"
for t = 12 to 14
locate t,32
print "[ ]"
delay .2
next t
color 10
for x = 12 to 14
for t = 33 to 45
locate x,t
print "-"
delay .1
next t
next x
delay .1
for x = 32 to 40
for t = 10 to 14
locate t,x
print " "
locate t,79-x
print " "
next t
delay .1
next x


StartMusic 'Enable the music play flag
'Music should be playing now.



SCREEN 12
FOR r = 1 TO 210
CIRCLE (320, 240), r, (r*r/pi!), SIN(r / 2000000 * pi!) * 2 * pi!, r / 210 * pi!
NEXT r

locate 10,29
print "IJSKAST"
locate 13,25
print "PRESENTS"
locate 17,39
print "CLOSE YOUR EYES"
color 7
locate 19,43
print "Close Your Eyes"
color 8
locate 21,47
print "close your eyes"
delay 4
cls



color 7
screen 12
for t = 0 to 80
pset (t+320,224)
pset (320-t,224)
pset (t+320,226)
pset (320-t,226)
delay .05
next t

for t = 0 to 85
line (241,224+t)-(399,224+t),0
line (241,226-t)-(399,226-t),0
line (240,225+t)-(400,225+t)
line (240,225-t)-(400,225-t)
delay .05
next t


locate 11,36
print "IJSKAST is"
delay .3
locate 13,32
print "about to infiltrate"
delay .3
locate 15,33
print "your nervesystem"
delay .3
locate 17,32
print "escape now you can"
color 8
delay 3
locate 19,34
print " we warned you"
delay .4
for t = 0 to 80
line (241+t,140)-(241+t,310)
line (399-t,140)-(399-t,310)
delay .05
line (240+t,140)-(240+t,310),0
line (400-t,140)-(400-t,310),0
next t

screen 12
color 15
locate 10,42
print "IJSKAST wAS fOUNDED"
delay .3
color 7
locate 12,20
print "oN jUNE tHE 4TH 1999"
delay .3
color 8
locate 14,42
print "tHIS iS oUR fIRST dEMO"
delay .3
color 7
locate 16,22
print "cLOSE yOUR eYES"
delay .3
color 15
locate 18,42
print "fOR oPTIMAL pLEASURE"
delay 1
for t= 1 to 210
pset (320+t,140)
pset (320-t,140)
next t

color 7

for t = 0 to 170
pset (530,140+t)
pset (110,140+t)
next t

for t = 0 to 170
line (110,140+t)-(530,140+t)
delay .03
line (110,139+t)-(530,139+t),0
next t


color 15
for t = 0 to 40
line (110,310+t)-(530,310+t)
pset (110,310+t)
pset (530,310+t)
pset (319,310+t)
pset (321,310+t)
pset (320,310+t),0
delay .03
line (111,309+t)-(318,309+t),0
line (322,309+t)-(529,309+t),0
next t
pset (320,350)

for t = 0 to 360
line (531-t,310)-(531-t,350),0
line (321-t/2,310)-(321-t/2,349),0
line (320-t/2,310)-(320-t/2,349)
line (530-t,310)-(530-t,350)
delay .027
next t
color 7
2
locate 21.1,24
print "elcome to this wonderful world
delay 2
color 15
locate 13,40
print "Please close your eyes now"
line (300,190)-(530,210),,b
delay 1
for t = 15 to 22
locate t,6
print " "
next t

for t = 0 to 640 step 5
line (t,0)-(300,190),t
line (t,0)-(530,190),t+8
line (t,480)-(300,210),t
line (t,480)-(530,210),t+8
next t

delay 2



1
rem *** initialize **************************************************effect 1
tim& =0
screen 7 '200x320
y=8
x=2
t1!=160
t2!=100
z=10
a=0
print " Oh boy, this really sucks"
print " don't U think....
locate 24,1


rem *** main loop ***
do until inkey$ <> ""
tim& = tim& +1
if tim& = 50000 then goto 99

'locate 1,1
'print t1,t2
if z=10 then gosub 10
if z=20 then gosub 20
if z=30 then gosub 30
if z=40 then gosub 40
if t1! <200 and t1! > 120 and t2! <120 and t2! >80 then y=8
if t1! >200 or t1! < 120 or t2! >120 or t2! <80 then y=7
if t1! >250 or t1! < 70 or t2! >160 or t2! <40 then y=15
loop


rem *** movement of circles ***
10
incr t1!,1.6
incr t2!
circle (t1!,t2!),x,y
circle (t1!,t2!),x+1,0
circle (t1!,t2!),x+2,0
circle (t1!,t2!),x+3,0
if t1!>= 300 then z=30
if t2!>= 180 then z=20

return

20
incr t1!,1.6
decr t2!
circle (t1!,t2!),x,y
circle (t1!,t2!),x+1,0
circle (t1!,t2!),x+2,0
circle (t1!,t2!),x+3,0

if t1!>= 300 then z=40
if t2!<= 20 then z=10

return

30
decr t1!,1.6
incr t2!
circle (t1!,t2!),x,y
circle (t1!,t2!),x+1,0
circle (t1!,t2!),x+2,0
circle (t1!,t2!),x+3,0

if t1!<= 20 then z=10
if t2!=> 180 then z=40
return

40
decr t1!,1.6
decr t2!
circle (t1!,t2!),x,y
circle (t1!,t2!),x+1,0
circle (t1!,t2!),x+2,0
circle (t1!,t2!),x+3,0
if t1!<=20 then z=20
if t2!<=20 then z=30

return

99
tim& =0
rem ****************************************************************effect 2!
cls


'wat een onzin
'door B.S.E
'paar vage bugs, helemaal rechts is ook een beetje links
'TSJEESUSs, zo'n overzichtelijk proggie heb ik nog nooit gemaakt


rem *** Initialize ***
screen 7 '320,200
x!=0
xx!=160
yy!=100

rem *** Prints text on screen ***
print " Uh oh it's getting worse!!!!!"
100 'Start loop
incr tim&: if tim& = 150000 then goto 199
rem *** reads keyboard input ***
a$ = inkey$

rem *** Draws a strange object on the screen and deletes a larger one ***
circle (xx!,yy!),60,0,x!,x!,tan(sin(cos(tan(x!))))
incr x!,.1
circle (xx!,yy!),30,x!,x!,x!,tan(sin(cos(tan(x!))))

rem *** Random movement of the object ***
randomize timer
x1! = rnd*.1-.05
y1! = rnd*.1-.05
xx!=xx!+x1!
yy!=yy!+y1!

rem *** Make sure it doesn't fall of the edge ***
if x!>100 then x!=0 'small bug, probably -x- gives error when too high
if xx!<0 then xx!=1
if xx!>320 then xx!=319
if yy!<90 then yy!=91
if yy!>200 then yy!=199

rem *** -q- or -esc- to quit ***
if a$ = "q" then end
if a$ = chr$(27) then end

rem *** Yes, you can help moving the object ***
if a$ = chr$(0,75) then xx!=xx!-10 'left
if a$ = chr$(0,77) then xx!=xx!+10 'right
if a$ = chr$(0,80) then yy!=yy!+10 'down
if a$ = chr$(0,72) then yy!=yy!-10 'up

goto 100 'return to beginning

199
tim& =0
rem *****************************************effect 3 alweer (hoi!)
cls
screen 7
rem *** first some precalculations ***
cls
print "Did"
print "you"
print "find"
print "the"
print "hidden"
print "bug?"
tim& =0
pi!= 3.141592654
z! = 180 / pi!
zz!= 360 / z!
zzz! = .1
t! = 0
color 15
a=10
c=100
z!=.1
rem *** Main program ***
200 a$ = inkey$
if a$ = chr$(27) then end
incr tim&,1

if tim& = 30 then gosub 210
if tim& = 50 then gosub 220
if tim& = 100 then goto 299
x! = sin(t!)
x2!= sin(t!-zzz!)
y! = cos(t!)
y2!= cos(t!-zzz!)
for b = 10 to c step a
pset (160+x!*b,100-y!*b)
pset (160+x!*(b+a/2),100+y!*(b+a/2))
next b
delay .1
for b = 10 to c step a
pset (160+x2!*b,100-y2!*b),0
pset (160+x2!*(b+a/2),100+y2!*(b+a/2)),0
next b
incr t!,zzz!
goto 200
210 locate 10
print "Which"
print "one? "
return

220
locate 15
print "There"
print "were"
print "so"
print "many..."
return



250
t=0
for x! = 1 to 80000
incr t!,1.1
pset (t!,(230*cos(t!))),t!
pset (t!,(250/cos(t!))),t!
pset (310*cos(t!),t!),t!
pset (330/cos(t!),t!),t!
if t! > 640 then t!=t!-640
next x!
t!=640
for x! = 1 to 100000
decr t!,1.1
pset (t!,(230*cos(t!))),0
pset (t!,(250/cos(t!))),0
pset (310*cos(t!),t!),0
pset (330/cos(t!),t!),0
if t!<1 then t!=t!+640
next x!
return





299
rem ******************************************************yes yes effect 4
color 1
tim& =0
REM *** Main Program ***
screen 12 'Resolution of 640 x 480

t=1 'Start position = top left corner, -why? -why not?
tt=1 't = horizontal, tt = vertical
pl=30 'How many pixels to centre moves
kkk = 0
goto 310


300 'main loop
if inkey$ <> "" then end
incr tim&
incr kkk
if tim& = 175 then goto 399
for te = 0 to 480 step 80 'Draws to lines from certain points
for tel = 0 to 640 step 80 'to the centre (t,tt)
line (tel,te)-(t,tt),kkk
next tel,te

return


310 'Routine for moving to the right and bottom
gosub 390 'Goes to the place for removing "old" lines
incr t,pl
incr tt,pl
if t> 620 then goto 320 'Make sure it doesn't bounce of the edges
if tt> 460 then goto 340
gosub 300 'Move to the main loop, which draws to lines
goto 310

320 'Move to the left and bottom
gosub 390
decr t,pl
incr tt,pl
if t< 20 then goto 310
if tt> 460 then goto 330
gosub 300
goto 320

330 'Move to the left and top
gosub 390
decr t,pl
decr tt,pl
if t< 20 then goto 340
if tt< 20 then goto 320
gosub 300
goto 330

340 'Move to the right and top
gosub 390
incr t,pl
decr tt,pl
if t> 620 then goto 330
if tt< 20 then goto 310
gosub 300
goto 340


390 'removes the "old" lines from the screen

for te = 0 to 480 step 80
for tel = 0 to 640 step 80
line (tel,te)-(t,tt),0 '...,0 means color = black, so delete line
next tel
next te

return

399
tim&=0
rem *****************************************************555555555555


screen 12
x=40
locate 20,20
color 1
print "CODE KOMBI.IJSKAST"



400 a$ = inkey$
incr tim&
if tim& =3001 then gosub 250:goto 499
if a$ = "q" then end
x=x+1
gosub 420
if x=440 then goto 410
goto 400

410 a$ = inkey$
if a$ = "q" then end
x=x-1
gosub 430
if x=40 then goto 400
goto 410

420
line (x,100)-(x,200)
line (x-1,100)-(x-1,200),0

line (480-x,100)-(480-x,200)
line (481-x,100)-(481-x,200),0

line (x,100)-(480-x,200)
color 12
return

430
line (x,100)-(x,200)
line (x+1,100)-(x+1,200),0


line (480-x,100)-(480-x,200)
line (479-x,100)-(479-x,200),0

line (x,100)-(480-x,200)
color 4
return


499
cls
tim&=0
rem *****************************************************5555555-2222222


screen 12
x=40
locate 5,50
color 4
print "MUSIC JEUK.IJSKAST



500 a$ = inkey$
incr tim&
if tim& =3001 then gosub 250:goto 599
if a$ = "q" then end
x=x+1
gosub 520
if x=440 then goto 510
goto 500

510 a$ = inkey$
if a$ = "q" then end
x=x-1
gosub 530
if x=40 then goto 500
goto 510

520
line (x,200)-(x,300),1
line (x-1,200)-(x-1,300),0

line (480-x,200)-(480-x,300),1
line (481-x,200)-(481-x,300),0

line (x,200)-(480-x,300),1
color 12
return

530
line (x,200)-(x,300),9
line (x+1,200)-(x+1,300),0

line (480-x,200)-(480-x,300),9
line (479-x,200)-(479-x,300),0

line (x,200)-(480-x,300),9
color 4
return

599
tim&=0
cls
rem *****************************************5555555555555-4444444444


screen 12
x=40
locate 20,20
color 1
print "GRAPHIX BEMMEL.IJSKAST"



600 a$ = inkey$
incr tim&
if tim& =3001 then gosub 250:goto 649
if a$ = "q" then end
x=x+1
gosub 620
if x=440 then goto 610
goto 600

610 a$ = inkey$
if a$ = "q" then end
x=x-1
gosub 630
if x=40 then goto 600
goto 610

620
line (x,100)-(x,200)
line (x-1,100)-(x-1,200),0

line (480-x,100)-(480-x,200)
line (481-x,100)-(481-x,200),0

line (x,100)-(480-x,200)
color 12
return

630
line (x,100)-(x,200)
line (x+1,100)-(x+1,200),0


line (480-x,100)-(480-x,200)
line (479-x,100)-(479-x,200),0

line (x,100)-(480-x,200)
color 4
return




649
rem **********************************55555555555555555555-6666666666666666
tim&=0
cls



screen 12
x=40
locate 5,40
color 4
print "RED BULL PROVIDER KLEVER.IJSKAST"
locate 6,35
print "also spiritual advisor"



650 a$ = inkey$
incr tim&
if tim& =3001 then goto 699
if a$ = "q" then end
x=x+1
gosub 670
if x=440 then goto 660
goto 650

660 a$ = inkey$
if a$ = "q" then end
x=x-1
gosub 680
if x=40 then goto 650
goto 660

670
line (x,200)-(x,300),1
line (x-1,200)-(x-1,300),0

line (480-x,200)-(480-x,300),1
line (481-x,200)-(481-x,300),0

line (x,200)-(480-x,300),1
color 12
return

680
line (x,200)-(x,300),9
line (x+1,200)-(x+1,300),0

line (480-x,200)-(480-x,300),9
line (479-x,200)-(479-x,300),0

line (x,200)-(480-x,300),9
color 4
return






699
rem ********************************666666666666666666666666666
tim& =0

cls
screen 12

for x = 200 to 400
circle (320,220),x,x
next x

x=0
t=0
700 b$ = inkey$
tim&=tim&+1
if tim& = 1500 then gosub 710
if tim& = 5000 then goto 799
if b$ = "q" then end
circle (320,220),x,t
x=x+1
t=t-1
if x = 150 then x = 0
goto 700

710
for t = 401 to 199 step -1
circle (320,220),t,0
next t
return

799
rem *************************************************7777777777777777

x=1
hoogte = 60

step1 = 5
step2 = 3


for t = 1 to 55000
incr x,step2
line (x*step1,(sin(x))*50+hoogte)-((x-step2)*step1,(sin((x-step2)))*50+hoogte),c

randomize timer
c = int(rnd*15)+1

if x>130 then x=x-128: incr hoogte,1
if hoogte > 500 then hoogte=hoogte-439

next t

999
rem ************************************************greetz

cls
screen 7
print "
print "
print "
print "
print "
print "
print "
print "
print "
print "
print "
print "
print
print
print
print
color 2
line (60,20)-(100,30)
line (100,30)-(100,90)
line (60,20)-(58,48)
line (58,48)-(100,58)
line (100,90)-(55,84)
color 5
line (120,25)-(115,90)
line (120,25)-(150,40)
line (150,40)-(118,60)
line (118,60)-(155,95)
color 9
line (165,20)-(165,80)
line (205,20)-(205,80)
for t = 20 to 80 step 30
line (165,t)-(195,t)
line (205,t)-(235,t)
next t

color 10
line (60,15)-(300,15)
line (260,15)-(250,90)

color 11
line (270,30)-(295,25)
line (270,30)-(265,50)
line (265,50)-(290,45)
line (290,45)-(285,70)
line (285,70)-(260,75)


color 5
print "IJSKAST WOULD LIKE TO GREET EVERYBODY"
print "WHO VOTED FOR US"
print "AND THAT INCLUDES YOU!"
print
print
print ".............well it better include you"
delay 6


1999
rem *********************************************************endsortoff

'quote van de dag
'ik zie door de blikjes bier mijn monitor niet meer

cls
screen 12
x!=320
y=240
w!=320
v!=320
circle (x!,y),319

2100
a$ = inkey$
if a$ <> "" then end
circle (x!+2,y),100,0
circle ((x!*1.1)+2,y),120,0
circle (v!+1,y),160,0
x! = x! -1
w! = w! -.9
v! = v! -.75
if x!= 110 then goto 2200
circle (x!,y),100,8
circle ((x!*1.1)+2,y),120,7
circle (v!,y),160,15
goto 2100

2200
a$ = inkey$
if a$ <> "" then end
circle (x!-2,y),100,0
circle (w!-2,y),120,0
circle (v!-1,y),160,0
x!=x!+1
w!=w!+.9
v!=v!+.75
if x!= 530 then goto 2500
circle (x!,y),100,8
circle (w!,y),120,7
circle (v!,y),160,15
goto 2200
end

2500
cls
z=220
y=140
x=420
w=340
for t = 0 to 200
line (z-t,y-t)-(x-t,w-t),3,b 'cube
line (z-t,y+t)-(x-t,w+t),1,b 'cube
line (z+t,y-t)-(x+t,w-t),1,b 'cube
line (z+t,y+t)-(x+t,w+t),3,b 'cube
delay .005
next t

for t = 0 to 200
line (z-t,y-t)-(x-t,w-t),4,b 'cube
line (z-t,y+t)-(x-t,w+t),2,b 'cube
line (z+t,y-t)-(x+t,w-t),4,b 'cube
line (z+t,y+t)-(x+t,w+t),2,b 'cube
delay .005
next t

for t = 0 to 200
line (z-t,y-t)-(x-t,w-t),5,b 'cube
line (z-t,y+t)-(x-t,w+t),5,b 'cube
line (z+t,y-t)-(x+t,w-t),6,b 'cube
line (z+t,y+t)-(x+t,w+t),6,b 'cube
delay .005
next t
for t = 0 to 200
line (z-t,y-t)-(x-t,w-t),7,b 'cube
line (z-t,y+t)-(x-t,w+t),8,b 'cube
line (z+t,y-t)-(x+t,w-t),8,b 'cube
line (z+t,y+t)-(x+t,w+t),7,b 'cube
delay .005
next t

for t = 0 to 200
line (z-t,y-t)-(x-t,w-t),9,b 'cube
line (z-t,y+t)-(x-t,w+t),10,b 'cube
line (z+t,y-t)-(x+t,w-t),9,b 'cube
line (z+t,y+t)-(x+t,w+t),10,b 'cube
delay .005
next t

for t = 0 to 200
line (z-t,y-t)-(x-t,w-t),11,b 'cube
line (z-t,y+t)-(x-t,w+t),11,b 'cube
line (z+t,y-t)-(x+t,w-t),12,b 'cube
line (z+t,y+t)-(x+t,w+t),12,b 'cube
delay .005
next t

for t = 0 to 200
line (z-t,y-t)-(x-t,w-t),13,b 'cube
line (z-t,y+t)-(x-t,w+t),14,b 'cube
line (z+t,y-t)-(x+t,w-t),14,b 'cube
line (z+t,y+t)-(x+t,w+t),13,b 'cube
delay .005
next t
2000
for t = 0 to 200
line (z-t,y-t)-(x-t,w-t),15,b 'cube
line (z-t,y+t)-(x-t,w+t),7,b 'cube
line (z+t,y-t)-(x+t,w-t),15,b 'cube
line (z+t,y+t)-(x+t,w+t),7,b 'cube
delay .005
next t


for x! = 0 to 320 step .1
line (x!,0)-(x!,480),x!
line (640-x!,0)-(640-x!,480),x!
line (x!-20,0)-(x!-20,480),0
line (660-x!,0)-(660-x!,480),0
next x!
cls






2800
color 14
locate 5,41
print "O
locate ,41
print "P
locate ,41
print "E
locate ,41
print "N
locate ,41
print "
locate ,41
print "S
locate ,41
print "O
locate ,41
print "U
locate ,41
print "R
locate ,41
print "C
locate ,41
print "E
locate ,41
print "-"
locate ,41
print "C
locate ,41
print "O
locate ,41
print "D
locate ,41
print "E
locate ,41
print "
locate ,41
print "R
locate ,41
print "U
locate ,41
print "L
locate ,41
print "E
locate ,41
print "Z

x=0
t=0
do until inkey$ = chr$(27)
incr x,1
line (cos(x),t)-(313,cos(x)*240+240),x
line (t+640,cos(x))-(333,cos(x)*240+240),x
if x = 3000 then goto 2999
loop




2999
cls
color 7
cls
locate 14,40:print "end"
color 8
locate 16,50
print "You can open your eyes again"
do until inkey$ <> ""
loop

StopMusic 'Disable music processing
StopOutput 'Stop all sound output
UnloadModule 'Free module memory
FreeMSE 'Remove MSE from memory

added on the 2003-06-06 14:07:07 by skrebbel skrebbel
guys, pouet.net ain't a CVS ^^
added on the 2003-06-06 15:34:44 by analogue analogue

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