Posted: 5th Jun 2003 4:17


hi
i just made a little programe who take any file.....and who make a "Rebuild.DBA" who contain in data...the file.....and then u can delete the other first .dba and the media.....and juste run the new "Rebuild.dba" ...and it "recompile" the media.........the name of the file will be "Final.txt" ...you can modifi it as you wish....
i used that to pu midi file in my game....without any external media

here the code:
+ Code Snippet
input "Source File Name=",Source$
open to read 1,Source$
open to write 2,"Rebuild.dba"

write string 2,"open to write 1,"Final.txt""
write string 2,"Read Byte1"
write string 2,"while Byte1999"
write string 2,"  write byte 1,Byte1"
write string 2,"  read Byte1"
write string 2,"endwhile"
write string 2,"close file 1"
write string 2," "
write string 2," "
write string 2," "
write byte 2,asc("D")
write byte 2,asc("a")
write byte 2,asc("t")
write byte 2,asc("a")
write byte 2,asc(" ")

nb=0
for i=1 to file size(Source$)
   nb=nb+1

   read byte 1,Byte
   FirstCar=int(Byte/100)
   SecondCar=int((Byte-(int(Byte/100)*100))/10)
   ThirdCar=int(Byte-(int((Byte-(int(Byte/100)*100))/10)*10))-(int(Byte/100)*100)
   FirstCar=asc(str$(FirstCar))
   SecondCar=asc(str$(SecondCar))
   ThirdCar=asc(str$(ThirdCar))
   if (firstCar48)
      Write Byte 2,FirstCar
      Write Byte 2,SecondCar
      Write Byte 2,ThirdCar
      if nb30 then Write Byte 2,asc(",")
   else
      if (firstCar=48) and (SecondCar48)
         Write Byte 2,SecondCar
         Write Byte 2,ThirdCar
         if nb30 then Write Byte 2,asc(",")
      else
         if (firstCar=48) and (SecondCar=48)
            Write Byte 2,ThirdCar
            if nb30 then Write Byte 2,asc(",")
         endif
      endif
   endif

   if nb=30
      write byte 2,13
      write byte 2,10
      write byte 2,asc("D")
      write byte 2,asc("a")
      write byte 2,asc("t")
      write byte 2,asc("a")
      write byte 2,asc(" ")
      nb=0
   endif

next i
write byte 2,asc("9")
write byte 2,asc("9")
write byte 2,asc("9")
close file 1
close file 2
Posted: 5th Jun 2003 4:19
and here a little example of application of my prog....
music made with the above code....

just test it:
+ Code Snippet
Gosub Video
Gosub Initialisation_Variable
Gosub Creer_Music
Gosub Creer_Texture
Gosub Creer_Environnement
Gosub Creer_Objet
`######################################################################################
do

   Gosub Inputs
   Gosub Update_Cam
   Gosub Position_Gun
   Gosub Update_Ciel


   if mouseclick()=1 then click=1
   if (mouseclick()=0) and (click=1)
      position object 500+bullet,x#,y#,z#
      rotate object 500+bullet,Ax#,Ay#,0
      move object 500+bullet,50
      show object 500+bullet
      BulletCoord#(bullet,1)=object position x(500+bullet)
      BulletCoord#(bullet,2)=object position y(500+bullet)
      BulletCoord#(bullet,3)=object position z(500+bullet)
      BulletSpeed#(bullet,2)=1000*sin(wrapvalue(Ax#+180))
      BulletSpeed#(bullet,1)=(1000*cos(Ax#))*sin(ay#)
      BulletSpeed#(bullet,3)=(1000*cos(Ax#))*cos(ay#)
      lance=1
      click=0
   endif

   gosub Gerer_Bullet
   if explosion<>0 then gosub Gerer_Explosion

   set cursor 0,0
   print Screen Fps()
   sync
loop
end
`############################################################################################
Video:
   autocam off
   sync on
   sync rate 0
   set camera range 1,3010
   backdrop off
   set display mode 640,480,16
   hide mouse
   randomize timer()
   print "relaxez..."
return
`********************************************************************************************
Initialisation_Variable:
x#=5000
z#=5000
lance=0
dim BulletCoord#(100,3)
dim BulletSpeed#(100,3)
Bullet=1
Grav#=0-500
dim Ptime#(900)
dim object#(900,10)
Return
`********************************************************************************************
Creer_Texture:
   Rem Ciel
   create bitmap 1,257,257
   ink rgb(0,62,242),0
   box 0,0,256,256
   ink rgb(0,0,50),0
   for i=1 to 20000
      dot rnd(255),rnd(255)
   next i
   get image 1,0,0,256,256
   delete bitmap 1


   Rem Arbres
   create bitmap 1,257,257
   for i=1 to 50
      ang=rnd(359)
      dist1=rnd(37)
      x=60+dist1*cos(ang)
      y=60+dist1*sin(ang)
      ink rgb(0,255,0),0
      for j=1 to 20
         circle x,y,j
      next j

      ink rgb(30,150,20),0
      for l=1 to 200
         ang=rnd(359)
         dist1=rnd(40)
         x=60+dist1*cos(ang)
         y=60+dist1*sin(ang)
         dot x,y
      next l

      ink rgb(125,77,15),0
      x2=rnd(15)+53
      y2=rnd(100)+95
      for k=1 to 12
         circle x2,y2,k
      next k
   next i
   blur bitmap 1,4
   get image 2,0,0,118,200
   delete bitmap 1

   rem Bonhomme tout nue
   create bitmap 1,256,256
   ink rgb(255,25,117),0
   box 50,5,90,50
   box 65,50,75,60
   box 40,60,100,150
   box 40,100,60,200
   box 80,100,100,200
   box 5,70,135,90
   get image 3,0,0,210,200
   blur bitmap 1,4
   get image 4,0,0,210,200
   delete bitmap 1

   Rem Herbe
   create bitmap 1,1025,1025
   ink rgb(0,90,20),0
   box 0,0,512,512
   ink rgb(0,60,5),0
   for i=1 to 20000
      dot rnd(512),rnd(512)
   next i
   rem terre
   ink rgb(110,57,0),0
   box 512,0,1024,512
   ink rgb(125,77,15),0
   for i=1 to 20000
      dot rnd(512)+512,rnd(512)
   next i
   get image 99,0,0,1024,1024
   delete bitmap 1

   rem mire
   create bitmap 1,51,51
   ink rgb(0,250,0),0
   box 10,24,22,26
   box 28,24,40,26
   box 24,10,26,22
   box 24,28,26,40
   ink rgb(255,0,0),0
   box 24,24,26,26
   get image 5,0,0,50,50
   delete bitmap 1

   create bitmap 1,128,128
   for n=1 to 5000
      x=rnd(32)+rnd(32)+rnd(32)+rnd(32):y=rnd(32)+rnd(32)+rnd(32)+rnd(32)
      i1=abs(64-x):i1=i1*i1:i2=abs(64-y):i2=i2*i2
      i=256-6*sqrt(i1+i2):ink rgb(255,i,0),0:dot x,y
   next n
   get image 6,0,0,128,128
   delete bitmap 1

   create bitmap 1,1025,1025
   for i=-150 to 640 step 50
      for j=-150 to 640 step 50
         paste image 6,i,j,1
      next j
   next i
   get image 7,0,0,640,640
   delete bitmap 1


Return
`********************************************************************************************
Creer_Environnement:
   make object sphere 1,6000
   set object 1,1,1,0
   texture object 1,1

   make matrix 1,10000,10000,20,20
   prepare matrix texture 1,99,2,2
   fill matrix 1,0.0,1
   randomize matrix 1,100
   update matrix 1

   fog on
   fog color rgb(0,61,236)
   fog distance 3010

   y#=get ground height(1,x#,z#)+150
return
`*********************************************************************************************
Creer_Objet:
   rem Fusil
   make object box 2,5,5,40
   set object rotation ZYX 2
   make object box 3,3,3,20
   make mesh from object 1,3
   delete object 3
   make object box 4,4,4,20
   make mesh from object 2,4
   delete object 4

   color limb 2,0,rgb(184,104,32)
   add limb 2,1,1
   delete mesh 1
   color limb 2,1,rgb(75,75,75)
   add limb 2,2,2
   delete mesh 2
   color limb 2,2,rgb(75,75,75)

   offset limb 2,1,0,0,20
   offset limb 2,2,0,4.5,0

   rem Arbre
   grosx#=300
   make object plain 3,grosx#,grosx#*1.6
   make mesh from object 1,3
   delete object 3
   for i=3 to 100
      make object i,1,0
      add limb i,1,1
      set object rotation ZYX i
      texture object i,2
      position object i,rnd(10000),0,rnd(10000)
      position object i,object position x(i),(grosx#*1.6/2)+get ground height(1,object position x(i),object position z(i)),object position z(i)
      yrotate object i,rnd(360)
      rotate limb i,1,0,90,0
      set object i,1,0,0
   next i
   delete mesh 1

   rem box pour bouger fusil
   make object cube 401,1
   set object rotation ZYX 401
   rem set object 401,1,0,0
   scale object 2,70,70,70
   glue object to limb 2,401,0
   position object 2,7,-5,20
   rotate object 2,350,350,0

   Make object Plain 402,10,10
   set object 402,1,0,1
   texture object 402,5
   lock object on 402
   position object 402,0,0,70
   ghost object on 402

   for i=1 to 100
      make object cylinder 500+i,10
      scale object 500+i,50,50,200
      set object rotation ZYX 500+i
      xrotate object 500+i,90
      fix object pivot 500+i
      position object 500+i,0,0,0
   next i

   make object sphere 899,200
   set object 899,1,0,0
   texture object 899,7
   ghost object on 899

   for i=701 to 846
      make object plain i,200+rnd(200),rnd(200)+200
      set object i,1,0,0
      texture object i,6
      ghost object on i
   next i

return
`***********************************************************************************************
Position_Gun:
   position object 401,x#,y#,z#
   rotate object 401,ax#,ay#,0
return
`***********************************************************************************************
Update_Ciel:
   Position Object 1,x#,y#,z#
Return
`***********************************************************************************************
Inputs:

   NbTouche=LeftKey()+RightKey()+Upkey()+Downkey()

   if (upkey()) and (NbTouche=1) then Direction=1
   if (downkey()) and (NbTouche=1) then Direction=5
   if (leftkey()) and (NbTouche=1)  then Direction=7
   if (rightkey()) and (NbTouche=1) then Direction=3
   if (upkey()) and (leftkey()) (NbTouche=2) then Direction=8
   if (upkey()) and (rightkey()) (NbTouche=2) then Direction=2
   if (downkey()) and (rightkey()) (NbTouche=2) then Direction=4
   if (downkey()) and (leftkey()) (NbTouche=2) then Direction=6

   if direction<>0
      OldX#=X#
      OldY#=Y#
      OldZ#=Z#
      MoveAy#=wrapvalue(((Direction-1)*45)+Ay#)
      x#=oldx#+XValue(oldx#,oldz#,MoveAy#,5.0)
      rem y#=oldy#+YValue(oldx#,oldz#,MoveAy#,5.0)
      z#=oldz#+ZValue(oldx#,oldz#,MoveAy#,5.0)
      y#=get ground height(1,x#,z#)+150
      direction=0
   endif

   Ax#=wrapvalue(Ax#-(MouseMoveY()/2.0))
   Ay#=wrapvalue(Ay#+(MouseMoveX()/2.0))
Return
`***********************************************************************************************
Update_Cam:
   position camera x#,y#,z#
   rotate camera ax#,ay#,0
Return
`***********************************************************************************************
Gerer_Bullet:
   DifTime#=Timer()-BulletTime#
   BulletTime#=Timer()
   for i=1 to 100
      if BulletCoord#(i,1)<>0
         BulletSpeed#(i,2)=BulletSpeed#(i,2)+Grav#*(DifTime#/1000)
         BulletCoord#(i,1)=BulletCoord#(i,1)+BulletSpeed#(i,1)*(DifTime#/1000)
         BulletCoord#(i,2)=BulletCoord#(i,2)+BulletSpeed#(i,2)*(DifTime#/1000)
         BulletCoord#(i,3)=BulletCoord#(i,3)+BulletSpeed#(i,3)*(DifTime#/1000)
         position object 500+i,BulletCoord#(i,1),BulletCoord#(i,2),BulletCoord#(i,3)
         if BulletCoord#(i,2)<get ground height(1,BulletCoord#(i,1),BulletCoord#(i,3))
            hide object 500+i
            explosion=i
            explosionX#=BulletCoord#(i,1)
            explosionY#=BulletCoord#(i,2)
            explosionZ#=BulletCoord#(i,3)
            Pacc#=-200
            for j=701 to 846
               object#(j,1)=BulletCoord#(i,1)
               object#(j,2)=BulletCoord#(i,2)
               object#(j,3)=BulletCoord#(i,3)
               VPXZ#=rnd(400)+200
               APY#=rnd(360)
               object#(j,7)=vpxz#*sin(apy#)
               object#(j,9)=vpxz#*cos(apy#)
               object#(j,8)=rnd(600)+300
               Ptime#(j)=timer()
               object#(j,5)=apy#
               object#(j,10)=90+rnd(90)
            next j
            position object 899,explosionx#,explosiony#,explosionz#
            for j=701 to 846
               position object j,object#(i,1),object#(i,2),object#(i,3)
            next j
            Gosub Deformer_Ground
            lowerY=BulletCoord#(i,2)
            BulletCoord#(i,1)=0
            BulletCoord#(i,2)=0
            BulletCoord#(i,3)=0
         gama=500
         scale#=98
         CTime#=Timer()
         hide object 899
         endif
      endif
   next i
return
`***********************************************************************************************
Gerer_Explosion:

   if scale#>100
      if gama>255:gama=gama-10:set gamma gama,gama,gama:endif

      MaxYBullet#=Object#(701,2)
      for i=701 to 846
         position object i,object#(i,1),object#(i,2),object#(i,3)
         rotate object i,object#(i,4),object#(i,5),object#(i,6)
         object#(i,8)=object#(i,8)+Pacc#*((timer()-ptime#(i))/500.0)
         object#(i,1)=object#(i,1)+(object#(i,7)*((timer()-ptime#(i))/500.0))
         object#(i,3)=object#(i,3)+(object#(i,9)*((timer()-ptime#(i))/500.0))
         object#(i,2)=object#(i,2)+(object#(i,8)*((timer()-ptime#(i))/500.0))
         object#(i,4)=wrapvalue(object#(i,4)+(object#(i,10)*((timer()-ptime#(i))/500.0)))
         ptime#(i)=timer()
         if Object#(i,2)>MaxYBullet# then MaxYBullet#=Object#(i,2)
      next i
   endif

   if (MaxYBullet#<LowerY) and (scale#>100) then Explosion=0
   if scale#<300
      Scale#=(Scale#^(1+(1*((timer()-Ctime#)/1000.0))))+(15*((timer()-Ctime#)/1000.0))
      Scale object 899,Scale#,scale#,scale#
   else
      hide object 899
   endif
   CTime#=Timer()
Return
`***********************************************************************************************
Creer_Music:
   if file exist("Banjo1.mid") then delete file "Banjo1.mid"
   open to write 1,"Banjo1.mid"
   Restore Music1
   Read Byte1
   while Byte1<>999
      write byte 1,Byte1
      read Byte1
   endwhile
   close file 1
   Load Music "Banjo1.mid",1
   Loop Music 1
Return
`***********************************************************************************************
Deformer_Ground:
   CarreauX=round(BulletCoord#(i,1)/(10000.0/20.0))
   CarreauZ=round(BulletCoord#(i,3)/(10000.0/20.0))
   set matrix height 1, CarreauX, CarreauZ,get matrix height(1, CarreauX, CarreauZ)-200
   set matrix height 1, CarreauX+1, CarreauZ,get matrix height(1, CarreauX+1, CarreauZ)-200
   set matrix height 1, CarreauX, CarreauZ+1,get matrix height(1, CarreauX, CarreauZ+1)-200
   set matrix height 1, CarreauX+1, CarreauZ+1,get matrix height(1, CarreauX+1, CarreauZ+1)-200

   if get matrix height(1, CarreauX, CarreauZ)<0-100 then set matrix height 1, CarreauX, CarreauZ,0-600
   if get matrix height(1, CarreauX+1, CarreauZ)<0-100 then set matrix height 1, CarreauX+1, CarreauZ,0-600
   if get matrix height(1, CarreauX, CarreauZ+1)<0-100 then set matrix height 1, CarreauX, CarreauZ+1,0-600
   if get matrix height(1, CarreauX+1, CarreauZ+1)<0-100 then set matrix height 1, CarreauX+1, CarreauZ+1,0-600
   rem CarreauX2=int(BulletCoord#(i,1)/(10000.0/20.0))
   rem CarreauZ2=int(BulletCoord#(i,3)/(10000.0/20.0))
   rem set matrix tile 1, CarreauX2, CarreauZ2, 2
   update matrix 1
return
`***********************************************************************************************
`################################################################################################
function Xvalue(x#,z#,ay#,L#)
zf#=(L#)*cos(ay#)
xf#=(L#)*sin(ay#)
lxzf#=sqrt(xf#^2.0+zf#^2.0)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction x2#

function Yvalue(x#,z#,ay#,L#)
zf#=l#*cos(ay#)
xf#=l#*sin(ay#)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
lxzf#=sqrt(xf#^2+zf#^2)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction y2#

function Zvalue(x#,z#,ay#,L#)
zf#=l#*cos(ay#)
xf#=l#*sin(ay#)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
lxzf#=sqrt(xf#^2+zf#^2)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction z2#
`***********************************************************************************************
function round(No#)
if (No#+0.5)>int((No#)+1) then No2#=int(No#)+1:else:No2#=int(No#)
endfunction No2#
`##################################################################################################
Music1:
Data 77,84,104,100,0,0,0,6,0,1,0,9,0,192,77,84,114,107,0,0,0,78,0,255,127,3,0,0,65,0
Data 255,2,42,67,111,112,121,114,105,103,104,116,32,40,67,41,32,49,57,57,49,32,98,121,32,86,111,121,101,116
Data 114,97,32,84,101,99,104,110,111,108,111,103,105,101,115,0,255,88,4,4,2,24,8,0,255,81,3,8,7,235
Data 0,255,89,2,0,0,0,255,47,0,77,84,114,107,0,0,0,33,0,255,33,1,0,0,255,3,20,68,105,120
Data 105,101,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,0,255,47,0,77,84,114,107,0,0,0,33,0
Data 255,33,1,0,0,255,3,20,67,111,112,121,114,105,103,104,116,32,40,67,41,32,49,57,57,48,32,32,0,255
Data 47,0,77,84,114,107,0,0,0,33,0,255,33,1,0,0,255,3,20,86,111,121,101,116,114,97,32,84,101,99
Data 104,110,111,108,111,103,105,101,115,0,255,47,0,77,84,114,107,0,0,3,176,0,255,33,1,1,0,255,3,20
Data 77,101,108,111,100,121,32,32,32,32,32,32,32,32,32,32,32,32,32,32,0,193,105,133,32,145,67,114,48,129
Data 67,64,0,145,64,114,48,129,64,64,0,145,60,114,33,129,60,64,63,145,60,114,32,129,60,64,64,145,60,114
Data 48,62,114,11,129,60,64,37,145,64,114,5,129,62,64,43,64,64,0,145,65,114,47,129,65,64,1,145,67,114
Data 48,129,67,64,48,145,67,114,32,129,67,64,64,145,67,114,90,129,67,64,6,145,64,114,58,129,64,64,38,145
Data 69,114,56,129,69,64,40,145,69,114,32,129,69,64,64,145,69,114,129,16,67,114,4,129,69,64,27,67,64,17
Data 145,69,114,129,11,129,69,64,5,145,67,114,42,129,67,64,6,145,69,114,39,129,69,64,9,145,71,114,48,129
Data 71,64,0,145,72,114,45,129,72,64,3,145,74,114,29,129,74,64,19,145,76,114,130,32,129,76,64,0,145,72
Data 114,41,129,72,64,7,145,67,114,43,129,67,64,5,145,72,114,130,32,67,114,6,129,72,64,42,67,64,0,145
Data 64,114,44,129,64,64,4,145,67,114,130,32,177,50,7,0,145,62,114,16,129,67,64,32,145,64,114,6,129,62
Data 64,42,145,60,114,3,129,64,64,129,98,60,64,59,145,67,114,48,64,114,22,129,67,64,10,64,64,16,145,60
Data 114,33,129,60,64,63,145,60,114,32,129,60,64,64,145,60,114,48,62,114,11,129,60,64,37,145,64,114,5,129
Data 62,64,43,64,64,0,145,65,114,47,129,65,64,1,145,67,114,48,129,67,64,48,145,67,114,32,129,67,64,64
Data 145,67,114,90,129,67,64,6,145,64,114,58,129,64,64,38,145,69,114,56,129,69,64,40,145,69,114,32,129,69
Data 64,64,145,69,114,129,16,67,114,4,129,69,64,27,67,64,17,145,69,114,129,11,129,69,64,5,145,67,114,42
Data 129,67,64,6,145,69,114,39,129,69,64,9,145,71,114,48,129,71,64,0,145,72,114,45,129,72,64,3,145,74
Data 114,29,129,74,64,19,145,76,114,130,32,129,76,64,0,145,72,114,41,129,72,64,7,145,67,114,43,129,67,64
Data 5,145,72,114,130,32,67,114,6,129,72,64,42,67,64,0,145,64,114,44,129,64,64,4,145,67,114,130,32,62
Data 114,16,129,67,64,32,145,64,114,6,129,62,64,42,145,60,114,3,129,64,64,129,98,60,64,59,145,67,114,70
Data 129,67,64,26,145,72,114,64,129,72,64,32,145,76,114,66,129,76,64,30,145,74,114,65,129,74,64,31,145,72
Data 114,66,129,72,64,30,145,69,114,34,129,69,64,62,145,72,114,129,64,129,72,64,0,145,69,114,40,129,69,64
Data 56,145,74,114,130,32,69,114,3,129,74,64,30,69,64,63,145,74,114,129,125,129,74,64,35,145,67,114,62,129
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Data 114,48,129,72,64,0,145,69,114,73,129,69,64,23,145,71,114,76,129,71,64,20,145,72,114,129,16,129,72,64
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Data 129,16,129,72,64,0,145,64,114,25,129,64,64,23,145,64,114,48,129,64,64,48,145,62,114,129,64,129,62,64
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Posted: 5th Jun 2003 4:20
.....and its made in DBC V1.13
Posted: 5th Jun 2003 9:42
cute!
Posted: 5th Jun 2003 11:15
Posted: 5th Jun 2003 11:31
unrecognised parameter
Posted: 5th Jun 2003 20:26
???
no...


wich line.....wich code? first one?
...does anybody else tested it...
Posted: 5th Jun 2003 22:15
Line 289
Posted: 5th Jun 2003 23:42
Wow - that challenge here is to understand the original post

hi
i just made a little programe who take any file.....and who make a "Rebuild.DBA" who contain in data...the file.....and then u can delete the other first .dba and the media.....and juste run the new "Rebuild.dba" ...and it "recompile" the media.........the name of the file will be "Final.txt" ...you can modifi it as you wish....
i used that to pu midi file in my game....without any external media
Posted: 5th Jun 2003 23:44
The problem with line 289 is that there is no AND... surely somebody else noticed that?!
Posted: 5th Jun 2003 23:46
? line 289?

on the second prog?

this is the line 289:
if (rightkey()) and (NbTouche=1) then Direction=3
....anyway....
Posted: 5th Jun 2003 23:48
ooooo sorry......
i see it now...just forgot a "and" sorry....

+ Code Snippet
Gosub Video
Gosub Initialisation_Variable
Gosub Creer_Music
Gosub Creer_Texture
Gosub Creer_Environnement
Gosub Creer_Objet
`######################################################################################
do

   Gosub Inputs
   Gosub Update_Cam
   Gosub Position_Gun
   Gosub Update_Ciel


   if mouseclick()=1 then click=1
   if (mouseclick()=0) and (click=1)
      position object 500+bullet,x#,y#,z#
      rotate object 500+bullet,Ax#,Ay#,0
      move object 500+bullet,50
      show object 500+bullet
      BulletCoord#(bullet,1)=object position x(500+bullet)
      BulletCoord#(bullet,2)=object position y(500+bullet)
      BulletCoord#(bullet,3)=object position z(500+bullet)
      BulletSpeed#(bullet,2)=1000*sin(wrapvalue(Ax#+180))
      BulletSpeed#(bullet,1)=(1000*cos(Ax#))*sin(ay#)
      BulletSpeed#(bullet,3)=(1000*cos(Ax#))*cos(ay#)
      lance=1
      click=0
   endif

   gosub Gerer_Bullet
   if explosion<>0 then gosub Gerer_Explosion

   set cursor 0,0
   print Screen Fps()
   sync
loop
end
`############################################################################################
Video:
   autocam off
   sync on
   sync rate 0
   set camera range 1,3010
   backdrop off
   set display mode 640,480,16
   hide mouse
   randomize timer()
   print "relaxez..."
return
`********************************************************************************************
Initialisation_Variable:
x#=5000
z#=5000
lance=0
dim BulletCoord#(100,3)
dim BulletSpeed#(100,3)
Bullet=1
Grav#=0-500
dim Ptime#(900)
dim object#(900,10)
Return
`********************************************************************************************
Creer_Texture:
   Rem Ciel
   create bitmap 1,257,257
   ink rgb(0,62,242),0
   box 0,0,256,256
   ink rgb(0,0,50),0
   for i=1 to 20000
      dot rnd(255),rnd(255)
   next i
   get image 1,0,0,256,256
   delete bitmap 1


   Rem Arbres
   create bitmap 1,257,257
   for i=1 to 50
      ang=rnd(359)
      dist1=rnd(37)
      x=60+dist1*cos(ang)
      y=60+dist1*sin(ang)
      ink rgb(0,255,0),0
      for j=1 to 20
         circle x,y,j
      next j

      ink rgb(30,150,20),0
      for l=1 to 200
         ang=rnd(359)
         dist1=rnd(40)
         x=60+dist1*cos(ang)
         y=60+dist1*sin(ang)
         dot x,y
      next l

      ink rgb(125,77,15),0
      x2=rnd(15)+53
      y2=rnd(100)+95
      for k=1 to 12
         circle x2,y2,k
      next k
   next i
   blur bitmap 1,4
   get image 2,0,0,118,200
   delete bitmap 1

   rem Bonhomme tout nue
   create bitmap 1,256,256
   ink rgb(255,25,117),0
   box 50,5,90,50
   box 65,50,75,60
   box 40,60,100,150
   box 40,100,60,200
   box 80,100,100,200
   box 5,70,135,90
   get image 3,0,0,210,200
   blur bitmap 1,4
   get image 4,0,0,210,200
   delete bitmap 1

   Rem Herbe
   create bitmap 1,1025,1025
   ink rgb(0,90,20),0
   box 0,0,512,512
   ink rgb(0,60,5),0
   for i=1 to 20000
      dot rnd(512),rnd(512)
   next i
   rem terre
   ink rgb(110,57,0),0
   box 512,0,1024,512
   ink rgb(125,77,15),0
   for i=1 to 20000
      dot rnd(512)+512,rnd(512)
   next i
   get image 99,0,0,1024,1024
   delete bitmap 1

   rem mire
   create bitmap 1,51,51
   ink rgb(0,250,0),0
   box 10,24,22,26
   box 28,24,40,26
   box 24,10,26,22
   box 24,28,26,40
   ink rgb(255,0,0),0
   box 24,24,26,26
   get image 5,0,0,50,50
   delete bitmap 1

   create bitmap 1,128,128
   for n=1 to 5000
      x=rnd(32)+rnd(32)+rnd(32)+rnd(32):y=rnd(32)+rnd(32)+rnd(32)+rnd(32)
      i1=abs(64-x):i1=i1*i1:i2=abs(64-y):i2=i2*i2
      i=256-6*sqrt(i1+i2):ink rgb(255,i,0),0:dot x,y
   next n
   get image 6,0,0,128,128
   delete bitmap 1

   create bitmap 1,1025,1025
   for i=-150 to 640 step 50
      for j=-150 to 640 step 50
         paste image 6,i,j,1
      next j
   next i
   get image 7,0,0,640,640
   delete bitmap 1


Return
`********************************************************************************************
Creer_Environnement:
   make object sphere 1,6000
   set object 1,1,1,0
   texture object 1,1

   make matrix 1,10000,10000,20,20
   prepare matrix texture 1,99,2,2
   fill matrix 1,0.0,1
   randomize matrix 1,100
   update matrix 1

   fog on
   fog color rgb(0,61,236)
   fog distance 3010

   y#=get ground height(1,x#,z#)+150
return
`*********************************************************************************************
Creer_Objet:
   rem Fusil
   make object box 2,5,5,40
   set object rotation ZYX 2
   make object box 3,3,3,20
   make mesh from object 1,3
   delete object 3
   make object box 4,4,4,20
   make mesh from object 2,4
   delete object 4

   color limb 2,0,rgb(184,104,32)
   add limb 2,1,1
   delete mesh 1
   color limb 2,1,rgb(75,75,75)
   add limb 2,2,2
   delete mesh 2
   color limb 2,2,rgb(75,75,75)

   offset limb 2,1,0,0,20
   offset limb 2,2,0,4.5,0

   rem Arbre
   grosx#=300
   make object plain 3,grosx#,grosx#*1.6
   make mesh from object 1,3
   delete object 3
   for i=3 to 100
      make object i,1,0
      add limb i,1,1
      set object rotation ZYX i
      texture object i,2
      position object i,rnd(10000),0,rnd(10000)
      position object i,object position x(i),(grosx#*1.6/2)+get ground height(1,object position x(i),object position z(i)),object position z(i)
      yrotate object i,rnd(360)
      rotate limb i,1,0,90,0
      set object i,1,0,0
   next i
   delete mesh 1

   rem box pour bouger fusil
   make object cube 401,1
   set object rotation ZYX 401
   rem set object 401,1,0,0
   scale object 2,70,70,70
   glue object to limb 2,401,0
   position object 2,7,-5,20
   rotate object 2,350,350,0

   Make object Plain 402,10,10
   set object 402,1,0,1
   texture object 402,5
   lock object on 402
   position object 402,0,0,70
   ghost object on 402

   for i=1 to 100
      make object cylinder 500+i,10
      scale object 500+i,50,50,200
      set object rotation ZYX 500+i
      xrotate object 500+i,90
      fix object pivot 500+i
      position object 500+i,0,0,0
   next i

   make object sphere 899,200
   set object 899,1,0,0
   texture object 899,7
   ghost object on 899

   for i=701 to 846
      make object plain i,200+rnd(200),rnd(200)+200
      set object i,1,0,0
      texture object i,6
      ghost object on i
   next i

return
`***********************************************************************************************
Position_Gun:
   position object 401,x#,y#,z#
   rotate object 401,ax#,ay#,0
return
`***********************************************************************************************
Update_Ciel:
   Position Object 1,x#,y#,z#
Return
`***********************************************************************************************
Inputs:

   NbTouche=LeftKey()+RightKey()+Upkey()+Downkey()

   if (upkey()) and (NbTouche=1) then Direction=1
   if (downkey()) and (NbTouche=1) then Direction=5
   if (leftkey()) and (NbTouche=1)  then Direction=7
   if (rightkey()) and (NbTouche=1) then Direction=3
   if (upkey()) and (leftkey()) and (NbTouche=2) then Direction=8
   if (upkey()) and (rightkey()) and (NbTouche=2) then Direction=2
   if (downkey()) and (rightkey()) and (NbTouche=2) then Direction=4
   if (downkey()) and (leftkey()) and (NbTouche=2) then Direction=6

   if direction<>0
      OldX#=X#
      OldY#=Y#
      OldZ#=Z#
      MoveAy#=wrapvalue(((Direction-1)*45)+Ay#)
      x#=oldx#+XValue(oldx#,oldz#,MoveAy#,5.0)
      rem y#=oldy#+YValue(oldx#,oldz#,MoveAy#,5.0)
      z#=oldz#+ZValue(oldx#,oldz#,MoveAy#,5.0)
      y#=get ground height(1,x#,z#)+150
      direction=0
   endif

   Ax#=wrapvalue(Ax#-(MouseMoveY()/2.0))
   Ay#=wrapvalue(Ay#+(MouseMoveX()/2.0))
Return
`***********************************************************************************************
Update_Cam:
   position camera x#,y#,z#
   rotate camera ax#,ay#,0
Return
`***********************************************************************************************
Gerer_Bullet:
   DifTime#=Timer()-BulletTime#
   BulletTime#=Timer()
   for i=1 to 100
      if BulletCoord#(i,1)<>0
         BulletSpeed#(i,2)=BulletSpeed#(i,2)+Grav#*(DifTime#/1000)
         BulletCoord#(i,1)=BulletCoord#(i,1)+BulletSpeed#(i,1)*(DifTime#/1000)
         BulletCoord#(i,2)=BulletCoord#(i,2)+BulletSpeed#(i,2)*(DifTime#/1000)
         BulletCoord#(i,3)=BulletCoord#(i,3)+BulletSpeed#(i,3)*(DifTime#/1000)
         position object 500+i,BulletCoord#(i,1),BulletCoord#(i,2),BulletCoord#(i,3)
         if BulletCoord#(i,2)<get ground height(1,BulletCoord#(i,1),BulletCoord#(i,3))
            hide object 500+i
            explosion=i
            explosionX#=BulletCoord#(i,1)
            explosionY#=BulletCoord#(i,2)
            explosionZ#=BulletCoord#(i,3)
            Pacc#=-200
            for j=701 to 846
               object#(j,1)=BulletCoord#(i,1)
               object#(j,2)=BulletCoord#(i,2)
               object#(j,3)=BulletCoord#(i,3)
               VPXZ#=rnd(400)+200
               APY#=rnd(360)
               object#(j,7)=vpxz#*sin(apy#)
               object#(j,9)=vpxz#*cos(apy#)
               object#(j,8)=rnd(600)+300
               Ptime#(j)=timer()
               object#(j,5)=apy#
               object#(j,10)=90+rnd(90)
            next j
            position object 899,explosionx#,explosiony#,explosionz#
            for j=701 to 846
               position object j,object#(i,1),object#(i,2),object#(i,3)
            next j
            Gosub Deformer_Ground
            lowerY=BulletCoord#(i,2)
            BulletCoord#(i,1)=0
            BulletCoord#(i,2)=0
            BulletCoord#(i,3)=0
         gama=500
         scale#=98
         CTime#=Timer()
         hide object 899
         endif
      endif
   next i
return
`***********************************************************************************************
Gerer_Explosion:

   if scale#>100
      if gama>255:gama=gama-10:set gamma gama,gama,gama:endif

      MaxYBullet#=Object#(701,2)
      for i=701 to 846
         position object i,object#(i,1),object#(i,2),object#(i,3)
         rotate object i,object#(i,4),object#(i,5),object#(i,6)
         object#(i,8)=object#(i,8)+Pacc#*((timer()-ptime#(i))/500.0)
         object#(i,1)=object#(i,1)+(object#(i,7)*((timer()-ptime#(i))/500.0))
         object#(i,3)=object#(i,3)+(object#(i,9)*((timer()-ptime#(i))/500.0))
         object#(i,2)=object#(i,2)+(object#(i,8)*((timer()-ptime#(i))/500.0))
         object#(i,4)=wrapvalue(object#(i,4)+(object#(i,10)*((timer()-ptime#(i))/500.0)))
         ptime#(i)=timer()
         if Object#(i,2)>MaxYBullet# then MaxYBullet#=Object#(i,2)
      next i
   endif

   if (MaxYBullet#<LowerY) and (scale#>100) then Explosion=0
   if scale#<300
      Scale#=(Scale#^(1+(1*((timer()-Ctime#)/1000.0))))+(15*((timer()-Ctime#)/1000.0))
      Scale object 899,Scale#,scale#,scale#
   else
      hide object 899
   endif
   CTime#=Timer()
Return
`***********************************************************************************************
Creer_Music:
   if file exist("Banjo1.mid") then delete file "Banjo1.mid"
   open to write 1,"Banjo1.mid"
   Restore Music1
   Read Byte1
   while Byte1<>999
      write byte 1,Byte1
      read Byte1
   endwhile
   close file 1
   Load Music "Banjo1.mid",1
   Loop Music 1
Return
`***********************************************************************************************
Deformer_Ground:
   CarreauX=round(BulletCoord#(i,1)/(10000.0/20.0))
   CarreauZ=round(BulletCoord#(i,3)/(10000.0/20.0))
   set matrix height 1, CarreauX, CarreauZ,get matrix height(1, CarreauX, CarreauZ)-200
   set matrix height 1, CarreauX+1, CarreauZ,get matrix height(1, CarreauX+1, CarreauZ)-200
   set matrix height 1, CarreauX, CarreauZ+1,get matrix height(1, CarreauX, CarreauZ+1)-200
   set matrix height 1, CarreauX+1, CarreauZ+1,get matrix height(1, CarreauX+1, CarreauZ+1)-200

   if get matrix height(1, CarreauX, CarreauZ)<0-100 then set matrix height 1, CarreauX, CarreauZ,0-600
   if get matrix height(1, CarreauX+1, CarreauZ)<0-100 then set matrix height 1, CarreauX+1, CarreauZ,0-600
   if get matrix height(1, CarreauX, CarreauZ+1)<0-100 then set matrix height 1, CarreauX, CarreauZ+1,0-600
   if get matrix height(1, CarreauX+1, CarreauZ+1)<0-100 then set matrix height 1, CarreauX+1, CarreauZ+1,0-600
   rem CarreauX2=int(BulletCoord#(i,1)/(10000.0/20.0))
   rem CarreauZ2=int(BulletCoord#(i,3)/(10000.0/20.0))
   rem set matrix tile 1, CarreauX2, CarreauZ2, 2
   update matrix 1
return
`***********************************************************************************************
`################################################################################################
function Xvalue(x#,z#,ay#,L#)
zf#=(L#)*cos(ay#)
xf#=(L#)*sin(ay#)
lxzf#=sqrt(xf#^2.0+zf#^2.0)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction x2#

function Yvalue(x#,z#,ay#,L#)
zf#=l#*cos(ay#)
xf#=l#*sin(ay#)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
lxzf#=sqrt(xf#^2+zf#^2)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction y2#

function Zvalue(x#,z#,ay#,L#)
zf#=l#*cos(ay#)
xf#=l#*sin(ay#)
yf#=get ground height(1,x#+xf#,z#+zf#)-get ground height(1,x#,z#)
lxzf#=sqrt(xf#^2+zf#^2)
ax#=(atan(yf#/lxzf#))
y2#=l#*sin(ax#)
lxz#=l#*cos(ax#)
x2#=lxz#*sin(ay#)
z2#=lxz#*cos(ay#)
endfunction z2#
`***********************************************************************************************
function round(No#)
if (No#+0.5)>int((No#)+1) then No2#=int(No#)+1:else:No2#=int(No#)
endfunction No2#
`##################################################################################################
Music1:
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Data 137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38
Data 127,42,137,38,64,2,153,38,117,48,137,38,64,4,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6
Data 153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38
Data 64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42
Data 137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38
Data 1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6
Data 153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38
Data 64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42
Data 137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38
Data 1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0
Data 153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38
Data 64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48
Data 137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38
Data 127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6
Data 153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38
Data 64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42
Data 137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38
Data 1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6
Data 153,38,127,42,137,38,64,2,153,38,117,48,137,38,64,4,153,38,1,42,137,38,64,6,153,38,1,42,137,38
Data 64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42
Data 137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38
Data 1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6
Data 153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38
Data 64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42
Data 137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38
Data 1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0
Data 153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38
Data 64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48
Data 137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38
Data 127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6
Data 153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38
Data 64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42
Data 137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38
Data 1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6
Data 153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38
Data 64,6,153,38,127,42,137,38,64,2,153,38,117,48,137,38,64,4,153,38,1,42,137,38,64,6,153,38,1,42
Data 137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38
Data 1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6
Data 153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38
Data 64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42
Data 137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38
Data 1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38,64,0
Data 153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,48,137,38
Data 64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,127,42,137,38,64,2,153,38,117,48
Data 137,38,64,4,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38
Data 127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6
Data 153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42,137,38
Data 64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,1,42,137,38,64,6,153,38,1,42
Data 137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,127,42,137,38,64,6,153,38
Data 1,42,137,38,64,6,153,38,127,48,137,38,64,0,153,38,1,42,137,38,64,6,153,38,127,1,137,38,64,130
Data 127,153,38,127,48,137,38,64,0,153,38,127,48,137,38,64,48,153,38,127,48,137,38,64,0,255,47,0,77,84
Data 114,107,0,0,2,103,0,255,33,1,1,0,255,3,20,66,97,115,115,32,68,114,117,109,32,32,32,32,32,32
Data 32,32,32,32,32,134,0,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137
Data 36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129
Data 16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36
Data 127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137
Data 36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129
Data 16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36
Data 127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137
Data 36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129
Data 16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36
Data 127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137
Data 36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129
Data 16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36
Data 127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137
Data 36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129
Data 16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36
Data 127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137
Data 36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129
Data 16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36,127,48,137,36,64,129,16,153,36
Data 127,48,137,36,64,129,16,153,36,127,48,137,36,64,48,153,36,127,48,137,36,64,48,153,36,127,48,137,36,64
Data 131,0,153,36,127,48,137,36,64,48,153,36,127,48,137,36,64,0,255,47,0,999
Posted: 6th Jun 2003 2:23
lol.....and if you dont understand my first post....

...ill explain it again
ok
first: my code EXTRACT the ASCII code of each caractere of a file
second: it put these ascii code in line with "DATA" and ","
third: it create you "REBUILD.dba" who will "compile" the originale file...if you execute it

i dont know if you understand now....
and the second code...is my "Medal of Dishonor"...i use my above code to put the music without any external media...

ok another example...

here a little image...juste run the prog and a "Chiwawa.jpg" will appear in the same folder that you saved the program:

(this code is made by the first post code, i just changed the first line..)

+ Code Snippet
open to write 1,"Chiwawa.jpg"
Read Byte1
while Byte1<>999
  write byte 1,Byte1
  read Byte1
endwhile
close file 1



Data 255,216,255,224,0,16,74,70,73,70,0,1,1,1,0,96,0,96,0,0,255,219,0,67,0,5,3,4,4,4
Data 3,5,4,4,4,5,5,5,6,7,12,8,7,7,7,7,15,11,11,9,12,17,15,18,18,17,15,17,17,19
Data 22,28,23,19,20,26,21,17,17,24,33,24,26,29,29,31,31,31,19,23,34,36,34,30,36,28,30,31,30,255
Data 219,0,67,1,5,5,5,7,6,7,14,8,8,14,30,20,17,20,30,30,30,30,30,30,30,30,30,30,30,30
Data 30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30,30
Data 30,30,30,30,30,30,30,30,255,192,0,17,8,0,108,0,177,3,1,34,0,2,17,1,3,17,1,255,196,0
Data 31,0,0,1,5,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,2,3,4,5,6,7,8,9,10,11
Data 255,196,0,181,16,0,2,1,3,3,2,4,3,5,5,4,4,0,0,1,125,1,2,3,0,4,17,5,18,33
Data 49,65,6,19,81,97,7,34,113,20,50,129,145,161,8,35,66,177,193,21,82,209,240,36,51,98,114,130,9,10
Data 22,23,24,25,26,37,38,39,40,41,42,52,53,54,55,56,57,58,67,68,69,70,71,72,73,74,83,84,85,86
Data 87,88,89,90,99,100,101,102,103,104,105,106,115,116,117,118,119,120,121,122,131,132,133,134,135,136,137,138,146,147
Data 148,149,150,151,152,153,154,162,163,164,165,166,167,168,169,170,178,179,180,181,182,183,184,185,186,194,195,196,197,198
Data 199,200,201,202,210,211,212,213,214,215,216,217,218,225,226,227,228,229,230,231,232,233,234,241,242,243,244,245,246,247
Data 248,249,250,255,196,0,31,1,0,3,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,2,3,4,5
Data 6,7,8,9,10,11,255,196,0,181,17,0,2,1,2,4,4,3,4,7,5,4,4,0,1,2,119,0,1,2
Data 3,17,4,5,33,49,6,18,65,81,7,97,113,19,34,50,129,8,20,66,145,161,177,193,9,35,51,82,240,21
Data 98,114,209,10,22,36,52,225,37,241,23,24,25,26,38,39,40,41,42,53,54,55,56,57,58,67,68,69,70,71
Data 72,73,74,83,84,85,86,87,88,89,90,99,100,101,102,103,104,105,106,115,116,117,118,119,120,121,122,130,131,132
Data 133,134,135,136,137,138,146,147,148,149,150,151,152,153,154,162,163,164,165,166,167,168,169,170,178,179,180,181,182,183
Data 184,185,186,194,195,196,197,198,199,200,201,202,210,211,212,213,214,215,216,217,218,226,227,228,229,230,231,232,233,234
Data 242,243,244,245,246,247,248,249,250,255,218,0,12,3,1,0,2,17,3,17,0,63,0,242,202,169,28,151,83,220
Data 59,70,208,165,186,62,208,74,150,103,32,225,187,140,115,199,126,153,169,238,4,173,111,34,194,193,101,40,66,49
Data 232,27,28,26,171,106,101,180,182,142,217,116,249,72,141,113,152,221,10,159,124,146,167,62,188,14,115,95,41,151
Data 208,139,195,84,169,23,23,81,181,20,164,226,172,183,114,247,154,87,217,45,244,114,209,62,86,127,90,227,171,73
Data 98,33,9,41,40,36,219,113,82,119,123,40,251,169,187,110,222,218,168,234,215,50,44,220,203,228,198,31,110,236
Data 186,38,51,143,188,193,115,250,212,181,79,82,2,75,20,18,71,195,203,22,228,108,30,178,46,65,237,78,254,207
Data 176,255,0,159,27,111,251,244,191,225,83,28,54,17,96,227,82,180,154,147,148,214,137,74,233,40,91,237,165,187
Data 123,111,220,169,98,49,79,21,40,82,138,113,81,139,213,184,234,220,239,246,95,101,185,44,83,9,38,154,48,140
Data 60,166,10,88,227,4,144,15,29,250,17,76,123,235,36,114,143,121,110,172,167,4,25,64,32,254,117,5,133,173
Data 170,207,122,22,218,21,30,102,204,4,31,116,198,132,143,167,181,75,166,127,199,169,94,203,44,138,163,208,7,96
Data 0,246,0,98,186,177,120,44,5,5,42,139,154,81,74,158,154,71,89,195,153,187,190,126,169,233,231,185,205,134
Data 197,227,107,56,211,124,177,109,212,215,89,105,25,242,165,246,58,53,175,144,228,190,178,119,8,151,150,236,204,112
Data 0,148,18,79,231,82,44,170,110,30,16,14,228,69,98,123,96,146,7,254,130,106,74,171,31,252,133,103,255,0
Data 174,17,127,232,82,87,4,105,225,171,83,171,42,113,107,150,55,214,73,235,207,21,210,49,232,217,219,42,152,138
Data 83,167,26,146,79,154,86,209,53,167,44,159,89,62,169,19,164,136,236,234,167,37,27,107,113,208,224,31,228,69
Data 56,178,135,8,88,110,32,144,51,201,3,175,243,31,157,103,105,44,222,97,102,99,139,168,197,194,130,115,201,39
Data 35,62,192,198,63,14,59,213,136,62,125,66,234,65,209,85,34,63,81,150,252,176,227,245,174,156,118,83,28,45
Data 122,212,249,174,169,197,59,247,119,140,93,159,101,38,255,0,240,23,23,174,167,62,15,51,150,38,141,41,218,206
Data 114,106,221,149,165,37,127,55,20,190,251,237,160,251,171,168,237,217,3,134,59,185,56,31,117,65,0,177,246,25
Data 25,255,0,245,212,245,143,120,99,147,88,153,103,155,101,183,216,218,38,98,216,10,196,174,122,247,195,47,63,74
Data 208,211,110,69,221,132,55,0,140,186,2,216,4,0,221,8,231,223,53,190,101,146,253,87,46,161,138,138,110,233
Data 115,61,109,121,166,226,151,75,218,46,255,0,121,142,95,155,253,103,29,91,15,38,180,191,42,235,104,217,73,191
Data 43,181,98,197,20,85,125,57,228,123,98,100,115,35,44,146,46,226,0,36,7,32,116,227,160,175,18,56,121,74
Data 132,171,93,90,45,43,117,247,148,159,165,189,215,125,122,173,245,183,177,42,234,53,163,70,218,180,223,150,141,47
Data 253,187,77,58,63,43,216,162,162,181,184,138,234,5,158,7,223,27,103,7,4,103,7,29,233,44,229,105,237,214
Data 114,0,89,0,100,29,194,145,198,125,255,0,253,92,227,38,170,96,235,82,246,158,210,46,46,15,149,167,163,82
Data 215,70,183,79,71,123,237,109,117,177,48,197,209,169,201,236,229,204,166,185,147,90,166,180,213,61,173,170,183,123
Data 246,38,162,178,245,181,18,77,107,19,231,102,240,252,18,8,111,50,53,206,71,61,25,191,58,185,96,205,228,152
Data 157,139,60,46,99,36,156,146,7,221,36,247,37,74,147,245,175,66,182,81,236,242,218,120,229,59,185,55,120,219
Data 100,157,175,123,234,175,100,244,86,109,45,110,112,210,205,57,243,10,152,55,11,40,165,105,95,118,213,237,107,104
Data 237,170,213,221,38,250,22,40,162,138,241,79,88,40,162,138,0,40,162,138,0,40,162,138,0,138,230,47,58,48
Data 155,182,225,209,243,140,253,214,13,143,210,165,162,138,209,213,155,166,169,183,238,166,218,245,118,191,228,136,84,162
Data 166,234,37,171,73,124,149,237,249,178,188,74,203,168,78,118,144,141,28,103,56,224,182,88,31,199,1,127,74,109
Data 135,203,246,136,122,249,115,183,62,187,176,255,0,251,54,63,10,181,85,22,194,28,179,72,243,74,204,114,229,164
Data 32,63,24,229,70,20,240,0,233,94,181,60,93,10,240,169,28,76,156,83,80,73,37,119,205,4,162,158,174,42
Data 220,188,201,235,188,150,142,215,94,101,76,45,106,51,167,44,58,77,167,54,238,236,173,38,219,91,61,121,185,90
Data 211,104,189,85,236,237,214,102,175,243,222,65,110,58,220,69,36,88,246,44,155,177,238,20,49,252,43,78,138,230
Data 202,177,255,0,217,248,168,226,121,121,156,84,172,175,109,92,90,77,232,244,77,221,174,169,90,234,247,91,230,120
Data 47,175,97,158,31,154,201,181,119,107,232,164,155,249,180,172,159,71,173,157,172,234,201,255,0,33,88,63,235,132
Data 191,250,20,116,105,191,52,13,63,83,51,180,128,255,0,121,115,133,63,247,200,95,255,0,93,51,85,134,121,86
Data 31,179,2,31,121,70,117,108,20,86,82,9,247,193,218,113,236,42,226,42,162,4,69,10,170,48,0,24,0,87
Data 110,38,181,56,229,180,99,25,39,41,43,59,61,82,140,230,236,250,218,78,81,105,127,118,253,17,201,135,165,57
Data 102,21,101,40,181,24,187,171,236,220,163,5,117,230,185,100,159,248,173,220,203,179,142,57,60,67,125,35,34,239
Data 135,102,214,199,63,50,12,243,255,0,1,227,234,125,106,236,74,209,93,200,129,79,149,40,243,1,3,133,110,3
Data 15,108,228,31,115,184,211,108,22,65,246,137,37,24,105,39,98,6,220,96,12,40,252,194,131,248,213,170,215,58
Data 204,229,83,17,236,183,140,105,211,167,107,221,39,8,197,54,159,248,211,125,181,105,104,204,242,156,189,66,135,180
Data 218,82,169,58,151,181,155,83,148,154,79,254,220,105,124,147,221,8,202,172,84,178,130,84,229,73,29,14,49,253
Data 77,103,91,51,50,173,178,177,95,50,105,217,200,56,59,68,135,32,30,196,150,31,134,122,28,86,149,103,104,209
Data 190,235,169,156,99,116,238,137,207,85,14,199,63,92,179,15,192,84,101,179,140,48,21,234,205,252,14,28,169,245
Data 109,77,43,122,57,115,249,219,230,171,48,132,165,141,163,78,43,226,82,187,93,147,131,119,245,75,151,231,242,25
Data 26,175,246,122,218,34,133,89,174,100,139,0,96,109,222,229,135,183,202,8,227,218,180,101,127,46,39,147,107,62
Data 213,39,106,140,147,142,192,122,213,107,91,89,34,186,103,114,165,23,127,151,131,201,222,251,155,35,219,0,15,199
Data 215,139,148,179,172,93,42,184,159,113,243,197,202,83,126,110,114,190,251,252,42,55,234,157,250,143,40,194,213,167
Data 135,247,151,44,148,99,5,228,162,173,183,248,156,173,209,171,116,49,110,229,158,109,110,200,69,106,203,36,42,236
Data 203,43,168,24,97,128,114,165,184,224,246,244,245,169,221,110,35,190,6,107,165,129,110,23,254,89,168,24,112,64
Data 11,150,200,36,131,232,9,216,61,41,194,55,62,36,105,64,249,22,204,41,57,238,92,227,249,26,208,101,86,24
Data 101,12,50,14,8,238,14,69,123,89,142,113,79,12,176,212,97,78,60,170,138,77,91,153,251,210,149,75,123,252
Data 203,73,75,153,104,155,86,77,216,242,112,25,85,76,67,196,85,149,73,115,58,173,167,178,247,99,24,95,221,229
Data 222,49,229,125,22,173,43,140,183,136,67,10,196,30,71,218,49,185,216,179,31,114,106,74,40,175,137,169,82,85
Data 102,231,55,118,221,223,171,62,186,157,56,211,130,132,21,146,209,5,20,81,80,88,81,69,20,0,81,69,20,0
Data 81,69,20,0,81,69,20,0,81,81,78,215,3,111,145,20,79,235,190,66,184,252,129,168,4,247,166,86,136,91
Data 219,111,85,12,71,158,221,14,113,252,30,198,187,232,101,181,235,211,246,144,229,183,156,224,173,173,181,78,73,173
Data 123,247,93,206,42,217,133,26,51,228,159,53,252,163,39,125,47,163,73,167,167,111,62,197,202,42,138,29,89,231
Data 125,194,206,8,135,221,225,164,39,129,238,188,117,252,191,26,181,113,42,193,111,36,206,9,88,208,177,3,174,0
Data 205,60,70,93,42,53,33,74,51,140,229,43,105,23,205,102,237,100,218,247,111,173,180,110,207,113,80,199,198,172
Data 39,82,80,148,35,27,235,37,107,218,247,105,111,109,58,165,228,73,69,85,243,47,143,43,107,0,7,160,105,200
Data 63,142,20,140,254,38,173,86,24,140,44,240,246,231,105,223,180,163,47,253,37,187,124,205,232,98,97,94,252,169
Data 233,222,50,143,230,149,254,65,72,170,170,48,170,20,100,156,1,220,156,154,90,43,158,238,214,232,109,101,123,133
Data 20,81,72,99,4,104,37,105,64,249,217,66,147,158,195,56,254,102,159,69,21,83,156,166,239,39,127,248,26,47
Data 185,104,76,97,24,43,69,91,254,14,175,239,97,69,20,84,148,20,81,69,0,20,81,69,0,20,81,69,0,20
Data 81,69,0,20,81,69,0,21,64,203,58,106,82,191,216,110,29,94,53,85,42,83,7,105,108,159,189,199,222,24
Data 239,215,210,175,209,93,216,44,98,195,41,169,83,83,83,86,119,191,116,244,179,93,82,249,28,120,188,35,196,56
Data 56,205,197,197,223,75,118,107,170,125,27,25,17,144,198,12,170,170,253,194,182,225,249,224,127,42,101,228,11,115
Data 110,208,182,48,72,60,140,140,130,8,200,238,56,228,84,212,86,52,241,51,163,93,87,163,238,202,46,234,221,26
Data 119,86,189,246,243,191,153,181,74,16,171,69,209,171,239,38,172,239,213,53,103,123,91,127,43,21,210,105,82,84
Data 134,230,48,25,206,18,68,57,86,56,39,24,234,14,1,56,228,123,154,177,85,97,130,87,145,103,187,42,100,70
Data 38,52,140,157,169,212,127,192,142,15,83,248,1,206,109,87,70,98,168,42,137,82,181,210,247,173,240,243,93,252
Data 55,110,234,214,242,189,249,125,219,55,207,128,117,157,54,234,94,215,247,111,241,114,217,124,86,91,222,254,118,181
Data 245,186,69,20,85,95,183,65,185,128,19,182,214,42,74,192,236,50,14,15,32,99,173,97,135,193,226,49,55,246
Data 52,220,173,189,147,118,251,141,235,226,168,97,237,237,102,163,125,174,210,252,203,84,85,95,183,218,15,245,146,249
Data 62,158,114,152,243,244,220,6,127,10,146,11,171,89,220,164,55,48,202,192,100,132,112,78,63,10,214,166,89,141
Data 165,23,57,209,146,75,171,139,75,242,50,167,152,225,42,73,66,21,98,219,232,164,191,204,154,138,40,174,19,176
Data 40,162,138,0,40,162,138,0,40,162,138,0,40,162,138,0,40,172,214,102,212,39,242,132,179,64,145,7,223,229
Data 190,210,78,230,69,57,31,238,177,199,211,173,92,178,149,166,181,142,71,0,73,140,72,7,64,195,134,31,129,6
Data 189,92,110,85,60,29,37,41,191,121,59,74,63,202,221,249,117,217,221,69,189,52,74,218,235,167,155,131,204,225
Data 138,169,203,5,238,181,120,191,230,181,175,166,234,205,165,174,183,190,154,107,53,20,81,94,81,233,17,93,75,228
Data 195,191,110,226,89,85,70,113,146,196,1,159,108,154,139,236,173,39,55,55,18,187,118,17,177,141,71,208,3,159
Data 204,159,108,81,169,127,199,178,127,215,120,191,244,98,213,170,245,105,213,158,23,7,10,180,95,44,165,41,38,214
Data 246,74,22,179,221,124,78,246,181,211,179,186,60,218,148,163,137,197,74,157,85,120,198,49,118,233,118,229,123,173
Data 158,202,215,189,173,117,102,87,75,56,85,195,7,184,200,57,25,184,144,143,200,158,106,197,20,87,21,124,85,124
Data 75,78,180,220,154,238,219,252,206,202,56,106,52,19,84,160,163,126,201,47,200,163,172,92,75,4,118,203,11,236
Data 51,92,36,69,128,4,128,122,227,60,103,138,147,236,155,62,104,39,157,31,213,164,105,1,246,33,137,227,233,131
Data 238,41,53,86,84,180,14,236,21,86,104,137,36,224,1,230,45,91,175,93,226,231,67,45,162,232,174,95,122,106
Data 79,70,167,110,70,185,174,172,210,82,178,78,233,111,213,158,82,194,194,182,97,89,85,124,222,236,28,127,187,126
Data 100,237,173,213,220,110,218,179,123,116,33,179,153,167,131,123,160,70,14,202,64,108,140,171,21,235,129,233,84,172
Data 127,227,242,47,251,122,255,0,209,203,86,116,223,248,246,127,250,239,47,254,140,106,173,167,252,215,131,111,62,95
Data 218,55,123,110,155,229,255,0,208,91,242,175,70,149,40,81,150,54,48,86,132,101,37,214,201,114,86,138,87,126
Data 109,37,119,118,218,91,179,134,165,73,213,142,18,83,119,148,163,23,230,223,61,38,244,94,73,183,101,162,77,236
Data 141,58,171,168,124,145,164,235,195,70,235,150,244,66,192,54,125,177,156,253,51,218,173,85,125,77,89,244,219,164
Data 69,44,205,11,128,0,201,39,6,190,127,41,105,99,168,243,108,228,147,237,102,236,211,242,106,233,249,30,222,102
Data 155,193,213,182,234,45,175,84,174,154,243,79,85,230,88,162,145,25,93,3,163,6,86,25,4,28,130,41,107,129
Data 167,23,103,185,218,154,106,232,40,162,138,67,10,40,162,128,10,40,162,128,10,100,174,177,198,93,131,16,63,186
Data 165,143,228,57,167,209,85,7,21,37,204,174,186,244,252,117,252,153,51,82,113,124,174,207,239,255,0,47,205,25
Data 26,76,141,26,92,188,118,215,19,9,110,100,124,133,85,219,243,99,31,49,4,244,244,239,142,160,212,182,115,206
Data 143,60,11,101,54,68,133,151,115,32,192,111,155,39,230,233,184,183,32,30,7,114,13,79,164,68,208,233,144,35
Data 153,11,148,220,251,254,246,230,228,231,241,38,165,17,48,189,51,41,27,94,48,174,15,92,131,149,199,253,244,217
Data 252,43,236,115,60,215,13,83,25,140,167,42,113,146,187,229,109,203,94,71,104,183,105,37,240,93,43,37,189,158
Data 231,202,229,217,110,34,24,76,44,213,73,69,217,115,36,163,167,50,187,74,241,111,226,179,119,111,97,34,251,99
Data 72,26,95,34,52,29,81,114,228,251,238,227,31,76,31,240,158,138,43,228,235,214,246,210,191,42,138,93,18,254
Data 155,245,109,191,51,233,232,210,246,81,183,51,111,187,127,210,94,137,37,228,71,113,18,205,11,68,196,128,195,168
Data 234,15,98,61,199,81,77,130,86,46,97,152,5,148,12,241,209,199,247,135,245,29,191,34,102,168,231,137,101,64
Data 9,42,65,202,176,234,167,212,127,159,110,149,173,10,209,112,246,53,126,27,221,63,229,110,218,250,59,43,175,46
Data 232,202,181,41,41,251,106,95,22,205,119,93,190,87,118,126,98,79,19,201,183,101,196,176,227,174,192,167,63,152
Data 53,12,126,108,55,169,11,79,36,203,36,108,217,112,185,5,74,142,54,129,253,239,208,82,249,119,195,133,186,128
Data 129,208,180,4,159,199,12,6,127,1,82,193,23,151,185,153,183,202,255,0,125,241,140,251,15,64,59,15,230,73
Data 39,189,85,165,135,162,224,231,10,138,205,36,161,173,221,236,220,165,8,187,39,174,237,187,40,218,205,181,196,233
Data 213,175,89,77,66,112,119,77,183,45,44,183,74,42,109,107,182,201,106,221,238,172,235,107,241,121,218,53,210,110
Data 219,132,223,156,103,238,252,216,253,42,79,237,11,33,195,221,69,27,119,89,27,99,15,168,56,34,159,168,70,242
Data 216,92,69,24,203,188,76,170,51,212,144,113,80,204,211,220,133,128,217,205,18,51,143,49,157,144,141,160,228,140
Data 6,57,206,49,248,215,102,7,216,98,112,20,232,98,37,238,198,115,147,247,225,23,21,40,211,187,179,77,202,234
Data 58,37,173,213,150,172,228,198,123,108,62,54,165,106,11,222,148,32,190,9,73,54,165,59,43,166,148,117,150,173
Data 244,119,122,34,93,57,89,109,142,229,43,186,73,28,2,48,112,206,72,227,183,4,85,77,19,231,154,246,78,155
Data 103,120,177,235,135,102,207,254,63,143,194,180,234,133,154,221,24,88,195,52,40,190,116,185,15,17,99,159,49,187
Data 134,20,168,98,214,35,11,140,148,218,143,181,148,53,119,178,214,114,232,155,123,91,97,214,194,186,24,156,44,96
Data 156,189,156,101,162,181,222,145,143,86,151,91,151,233,29,149,16,187,176,85,81,146,73,192,2,171,121,23,79,204
Data 151,204,167,210,24,213,71,254,61,184,231,241,167,37,156,33,195,191,153,51,131,144,100,114,192,55,168,7,128,126
Data 128,99,181,121,95,86,194,83,214,165,110,111,240,166,254,254,101,27,122,171,250,30,151,214,49,51,210,20,173,254
Data 38,191,14,87,43,250,59,122,141,210,127,228,21,105,255,0,92,19,255,0,65,21,106,138,43,159,25,136,250,206
Data 34,165,107,91,153,183,110,215,119,58,48,180,62,175,66,20,175,126,84,149,253,21,130,138,40,174,99,112,162,138
Data 40,0,162,138,40,0,162,138,40,0,162,138,40,0,162,138,40,0,162,138,40,0,162,138,40,0,162,138,40,0
Data 164,85,85,24,85,10,50,78,0,238,78,77,45,20,238,237,110,130,178,189,194,138,40,164,48,162,138,40,0,162
Data 138,40,0,162,138,40,0,162,138,40,3,255,217,999
Posted: 26th Jun 2003 22:29
neat.. what you ought to try, is do it in words (2 bytes) rather than a char..

for one, i would think it would be a little faster, and two.. you'd be able to pack alot more on the data statements cause every two chars would be replaced by a word

next step is compressing this data on the fly.. good luck
Posted: 27th Jun 2003 7:39
final.txt has nothing in it! whart is this code supposed to do?
Posted: 28th Jun 2003 0:08
it suppose to take ANY FILE...and take each byte and put it in a .dba file... then you dont need the external file anymore... the "Rebuild.dba" will "rebuild" the original file...

who will be named "final.txt" but if at the begening you entered a ".exe" you should rename it final.txt ...or to be able to run it..
Posted: 3rd Jul 2003 23:49
Thats really cool, no meadia at all ..
... heh, if u change one number it messes up the whole picure.