Sylveon 2024-12-14 13:17
I used my own coded version of LowRes Coder that was 100% like the original one :3
https://archive.org/details/lowres_202412
Sylveon 2024-12-14 13:28 (Edited)
Here’s the code
TCK=0
CLS 11
DO
TCK=TCK+1
PALLETE RND*15,RND*63
COLOR RND*15
CIRCLE 32,32,SIN(TCK)*40
WAIT 0.1
LOOP
was8bit 2024-12-14 14:29 (Edited)
Code doesnt run on original lowres, it does run if you remove the Pallette command
was8bit 2024-12-14 14:32
Try this code :)
DISPLAY 4
LAYER OPEN 0,127,127,0
RANDOMIZE TIMER
GAMEPAD 0
RANDOMIZE TIMER
REM WAS8BIT
DIM DOTRADIUS(99,9)
DIM DOTANGLE(99,9)
DIM IISTOP(9)
FONT 3
REM PRINT RANDOM TARGET LETTER
FOR INUM=0 TO 9
CLS
PRINT INUM
REM CENTER OF PRINTED LETTER (CLOSE)
XCENTER=3
YCENTER=3
REM SCAN TARGET LETTER INTO POINTS
II=0
FOR IY=0 TO 7
FOR IX=0 TO 7
IF POINT(IX,IY)=1 THEN
GETX=IX
GETY=IY
GOSUB DO_GETAR
DOTRADIUS(II,INUM)=GETR
DOTANGLE(II,INUM)=GETA
II=II+1
END IF
NEXT IX
NEXT IY
IISTOP(INUM)=II-1
NEXT INUM
REM CENTER OF ROTATING EFFECT
IANGLE=RND
INUM=9
IP=PI/5
ISPIN=0
DO
IF BUTTON(0,1) THEN
ISPIN=PI/100
IFACT=100
END IF
CLS
FOR INUM=0 TO 9
XCENTER=64+50*COS(IANGLE+IP*INUM)
YCENTER=64+50*SIN(IANGLE+IP*INUM)
FOR II=0 TO IISTOP(INUM)
GETA=DOTANGLE(II,INUM)+IANGLE+PI/4+0.7+IP*INUM
GETR=DOTRADIUS(II,INUM)*3.5
GOSUB DO_GETXY
CIRCLE GETX,GETY,2 PAINT
NEXT II
IANGLE=IANGLE-ISPIN
IF ISPIN>0 THEN
IFACT=IFACT+RND
ISPIN=PI/IFACT
IF IFACT>=1000 THEN ISPIN=0
END IF
NEXT INUM
WAIT 0.01
LOOP
DO_GETAR:
ADDPI=0
AY=GETY-YCENTER
AX=GETX-XCENTER
REM WAS8BIT
IF AX=0 THEN AX=0.01
IF INT(GETX)=XCENTER THEN DX=0.001
IF GETX<XCENTER THEN ADDPI=PI
GETA=ATN(AY/AX)+ADDPI
GETR=SQR((GETX-XCENTER)^2+(GETY-YCENTER)^2)
RETURN
DO_GETXY:
GETX=GETR*COS(GETA)+XCENTER
GETY=GETR*SIN(GETA)+YCENTER
RETURN
was8bit 2024-12-14 14:38
Or this one..
DISPLAY 4
GAMEPAD 0
RANDOMIZE TIMER
LAYER OPEN 0,128,128,0
REM WAS8BIT
PALETTE 15,0
ASTEP=PI/100
A1=0+PI/8
A2=A1+PI*0.75
C=8
R=30
RESET:
CLS 1
COLOR 15
CIRCLE 63,63,R+R/10,15 PAINT
COLOR C
CIRCLE 63,63,R PAINT
RR=R/6
R1=R/2
COLOR 15
CIRCLE 63-R+R1,63-R1/2,RR PAINT
CIRCLE 63+R-R1,63-R1/2,RR PAINT
RA=R-R1
FOR IY=0 TO R/10 STEP 0.25
FOR A=A1 TO A2 STEP ASTEP
PLOT 63+R1*COS(A),63+R1*SIN(A)+IY
NEXT A
NEXT IY
YLEVEL=0
XCOUNT=0
WAIT VBL
MELT:
X=RND*128
C=0
Y=0
WHILE C=0
C=POINT(X,Y)
IF C=0 THEN Y=Y+1
WEND
IF Y>YLEVEL THEN
IF XCOUNT>90 THEN
XCOUNT=0
YLEVEL=YLEVEL+1
GOTO MELT
ELSE
GOTO MELT
END IF
END IF
XCOUNT=XCOUNT+1
SCROLL X,0 TO X,128,0,1 CLEAR
W=(W+1) MOD 50
IF W=0 THEN WAIT 0.01
IF BUTTON(0) THEN
C=RND*13+1
R=14+RND*60
GOTO RESET
END IF
GOTO MELT
Sylveon 2024-12-14 15:55
Ok I will try them both :3
Sylveon 2024-12-14 15:57
And the pallete command is working on the original one and on mine :3
Sylveon 2024-12-14 16:07
But i need help with the Chip Tune because it doesn’t work :3
So I’m using AppGameKit Mobile and there is no way to import sounds and no APIs
But you can genarate a text file (with wav file data in it) and name it “Name.wav” and it thinks it’s an audio file and you can play it :3
So can you help me make a sound generator like the Original LowRes Coder (I will credit you) :3
was8bit 2024-12-14 18:12 (Edited)
I only work with lowres code, other codes are not as simple .... i only got as far as quick basic and dabbled with apple2e machine code and assembly language... i like the "one line at a time" approach... i do the same with my math.... if there is more that one thing going on at once i get quickly confused...
Sylveon 2024-12-14 18:46
Ok :3