Exemplo n.º 1
0
void bitman2() {
	unsigned char data[16];
	decode((unsigned char*)"0098e41f1fe49800", data);
	decode((unsigned char*)"0884e43e3ee48408", data + 8);
	
	int ptn = 0;
	playMML("CDE2CDE2");
	for (;;) {
		setMatrix2((char*)(data + ptn * 8));
		wait(10000);
		ptn = 1 - ptn;
		
		if (ux_btn()) {
			ptn = 1 - ptn;
		}
	}
}
Exemplo n.º 2
0
void MappedValues::fromJson(const Json::Value& root)
{
	

	Json::Value floats = root["Floats"], ints = root["Ints"], uints = root["Uints"], strings = root["Strings"], vector2s = root["Vector2s"], vector3s = root["Vector3s"], vector4s = root["Vector4s"],
		matrix2s = root["Matrix2s"], matrix3s = root["Matrix3s"], matrix4s = root["Matrix4s"], textures = root["Textures"];

	for (auto i = floats.begin(); i != floats.end(); i++) {
		setFloat(i.name(), (*i).asFloat());
	}

	for (auto i = ints.begin(); i != ints.end(); i++) {
		setI32(i.name(), (*i).asInt());
	}

	for (auto i = uints.begin(); i != uints.end(); i++) {
		setU32(i.name(), (*i).asUInt());
	}

	for (auto i = strings.begin(); i != strings.end(); i++) {
		setString(i.name(), (*i).asString());
	}

	for (auto i = vector2s.begin(); i != vector2s.end(); i++) {
		Vector2 vec((*i)[0].asFloat(), (*i)[1].asFloat());
		setVector2(i.name(), vec);
	}

	for (auto i = vector3s.begin(); i != vector3s.end(); i++) {
		Vector3 vec((*i)[0].asFloat(), (*i)[1].asFloat(), (*i)[2].asFloat());
		setVector3(i.name(), vec);
	}

	for (auto i = vector4s.begin(); i != vector4s.end(); i++) {
		Vector4 vec((*i)[0].asFloat(), (*i)[1].asFloat(), (*i)[2].asFloat(), (*i)[3].asFloat());
		setVector4(i.name(), vec);
	}

	for (auto i = matrix2s.begin(); i != matrix2s.end(); i++) {
		Matrix2 mat((*i)[0].asFloat(), (*i)[1].asFloat(), (*i)[2].asFloat(), (*i)[3].asFloat());
		setMatrix2(i.name(), mat);
	}

	for (auto i = matrix3s.begin(); i != matrix3s.end(); i++) {
		Matrix3 mat((*i)[0].asFloat(), (*i)[1].asFloat(), (*i)[2].asFloat(), (*i)[3].asFloat(), (*i)[4].asFloat(), (*i)[5].asFloat(), (*i)[6].asFloat(), (*i)[7].asFloat(), (*i)[8].asFloat());
		setMatrix3(i.name(), mat);
	}

	for (auto i = matrix4s.begin(); i != matrix4s.end(); i++) {
		Matrix4 mat((*i)[0].asFloat(), (*i)[1].asFloat(), (*i)[2].asFloat(), (*i)[3].asFloat(), (*i)[4].asFloat(), (*i)[5].asFloat(), (*i)[6].asFloat(), (*i)[7].asFloat(), (*i)[8].asFloat(), (*i)[9].asFloat(),
			(*i)[10].asFloat(), (*i)[11].asFloat(), (*i)[12].asFloat(), (*i)[13].asFloat(), (*i)[14].asFloat(), (*i)[15].asFloat());
		setMatrix4(i.name(), mat);
	}

	for (auto i = textures.begin(); i != textures.end(); i++) {
		setTexture(i.name(), resourceManager->fetchTextureLoad((*i).asString()));

	}







}
Exemplo n.º 3
0
void app_hit10() { // 10秒あてゲーム
	for (;;) {
		playMML("L8ER8EG16E16");
		ux_btn();
		for (;;) {
			FILL("afeaaa0067252577"); // title
			FLUSH();
			if (ux_btn())
				break;
		}
		playMML("C");
		FILL(PTN_3);
		FLUSH();
		WAIT(1000);
		playMML("C");
		FILL(PTN_2);
		FLUSH();
		WAIT(1000);
		playMML("C");
		FILL(PTN_1);
		FLUSH();
		WAIT(1000);
		playMML("G2");
		FILL(PTN_GO);
		FLUSH();
		WAIT(1000);
		
		CLS(1);
		systick = 0;
		int cnt = 0;
		int bkbtn = 0;
		for (;;) {
			int btn = ux_btn();
			if (btn && !bkbtn) {
				playMML("A4");
				CLS(0);
				break;
			}
			bkbtn = btn;
			setMatrix2(buf);
			wait(10);
		}
		unsigned int score = (10 * 100000 - systick) / 1000;
		if (score < 0)
			score = -score;
		playMML("L8CEG");
		FILL("00c9aaacacaaaa69"); // ok
		xprintf("%d\n", systick);
		xprintf("%d\n", score);
		/*
		for (int i = 0;; i++) {
			int n = time % 10;
			time /= 10;
			if (time == 0)
				break;
			FILL(PTN_NUM[n]);
			FLUSH();
			WAIT(500);
		}
		*/
		FILL(PTN_NUM[score / 10]);
		PSET(6, 6);
		FLUSH();
		WAIT(1000);
		FILL(PTN_NUM[score % 10]);
		FLUSH();
		WAIT(1000);
		FLUSH();
		WAIT(1000);
	}
}
Exemplo n.º 4
0
void setMatrixLong(long data) {
	setMatrix2((char*)&data);
}