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VSMX File Format
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ZiNgA BuRgA
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Post: #31
RE: VSMX File Format
Okay, I've gone to the effort and done it for you - hope that helps:

Javascript Code
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rain = new Actor( "rain" );
offset = 0.000000;
camera = new Camera( "camera" );
rideau_pluie = new Actor( "Rideau_pluie" );
pluie = new Actor( "pluie_middle" );
reflet = new Actor( "reflet" );
flowater = new Actor( "flux" );
ruisselle = new Actor( "ruissel" );
updateRain = function(/*localvars=8*/) {
	offset = offset - 0.0250000;
	rain.uv_offset = < 0, offset >;
	ruisselle.uv_offset = < 0, offset * 0.200000 >;
	flowater.uv_offset = < 0, offset * 1.40000 >;
	pluie.uv_offset = < 0, offset >;
	rideau_pluie.uv_offset = < 0, offset * 0.550000 >;
	reflet.uv_offset = < 0, offset * 0.320000 >;
	__var1 = offset * 0.500000;
	__var2 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000 + Math.sin( __var1 * 5.00000 ) * 0.00700000;
	__var1 = offset * 0.400000 + 555.500;
	__var3 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000 + Math.sin( __var1 * 5.00000 ) * 0.00700000 * 0.500000;
	__var1 = offset * 0.300000 + 888.800;
	__var4 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000;
	camera.position = < 7.07100 + __var2, -(1.00000) + __var3, -(25.3310) + __var4 >;
	__var1 = offset * 0.200000;
	__var5 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000 + Math.sin( __var1 * 5.00000 ) * 0.00700000;
	__var1 = offset * 0.180000 + 555.500;
	__var6 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000 + Math.sin( __var1 * 5.00000 ) * 0.00700000 * 0.700000;
	__var1 = offset * 0.150000 + 888.800;
	__var7 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000 + Math.sin( __var1 * 5.00000 ) * 0.00700000;
	camera.direction = < 0.0850000 + __var5 * 0.100000, -(0.0180000) + __var6 * 0.100000, 0.850000 + __var7 * 0.100000 >;
	return null;
};
updateRain();
System.timer[0] = new IntervalTimer( 1.00000 / 60.0000, updateRain );
num_splotch = 60;
splotchs = new Array();
frames = new Array();
computeLight = function(/*localvars=8*/ __var1, __var2, __var3) {
	__var4 = __var1 - 3.20000;
	__var5 = __var2 + 5.60000;
	__var6 = __var3 + 7.60000;
	__var7 = Math.sqrt( __var4 * __var4 + __var5 * __var5 + __var6 * __var6 ) / 10.0000;
	return Math.pow( Math.max( 0.000000, 1.00000 - __var7 ), 1.40000 );
	return null;
};
randomizeSplotch = function(/*localvars=7*/ __var1) {
	__var2 = 0;
	__var3 = -(5.50000);
	__var4 = 0;
	__var5 = Math.random();
	if( __var5 < 0.700000 ) {
		__var2 = 1.50000 + Math.random() * 8.50000;
		__var4 = -(12.0000) + Math.random() * 12.0000;
	} else {
		if( __var5 < 0.950000 ) {
			__var2 = 1.70000 + Math.random() * 0.500000;
			__var4 = -(12.0000) + Math.random() * 12.0000;
		} else {
			__var2 = 1.98000 + Math.random() * 0.100000 - 0.0500000;
			__var4 = -(9.06000) + Math.random() * 0.100000 - 0.0500000;
		}
	}
	__var1.position = < __var2, __var3, __var4 >;
	__var6 = 0.700000 + Math.random() * 0.300000;
	__var1.scale = < __var6, __var6, __var6 >;
	__var1.setColor( < 1.00000, 1.00000, 1.00000, computeLight( __var2, __var3, __var4 ) >, 0.000000 );
	return null;
};
for(i = 0; i < num_splotch; i++) {
	splotchs.push( new Actor( "splotch" + i ) );
	frames.push( Math.floor( Math.random() * 8.00000 ) );
	randomizeSplotch( splotchs[i] );
}
updateSplotches = function(/*localvars=2*/) {
	for(__var1 = 0; __var1 < num_splotch; __var1++) {
		frames[__var1]++;
		if( frames[__var1] == 8 ) {
			randomizeSplotch( splotchs[__var1] );
			frames[__var1] = 0;
		}
		splotchs[__var1].uv_offset = < frames[__var1] / 8.00000, 0 >;
	}
	System.printPerf();
	return null;
};
System.timer[1] = new IntervalTimer( 1.00000 / 30.0000, updateSplotches );


Here's an updated rcomage.exe with a few bugs fixed too:



Attached File(s)
.7z  rcomage.7z (Size: 890.65 KB / Downloads: 135)
13/05/2011 04:09 AM
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eustolio
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Post: #32
RE: VSMX File Format
(13/05/2011 04:09 AM)ZiNgA BuRgA Wrote:  Okay, I've gone to the effort and done it for you - hope that helps:

Javascript Code
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rain = new Actor( "rain" );
offset = 0.000000;
camera = new Camera( "camera" );
rideau_pluie = new Actor( "Rideau_pluie" );
pluie = new Actor( "pluie_middle" );
reflet = new Actor( "reflet" );
flowater = new Actor( "flux" );
ruisselle = new Actor( "ruissel" );
updateRain = function(/*localvars=8*/) {
	offset = offset - 0.0250000;
	rain.uv_offset = < 0, offset >;
	ruisselle.uv_offset = < 0, offset * 0.200000 >;
	flowater.uv_offset = < 0, offset * 1.40000 >;
	pluie.uv_offset = < 0, offset >;
	rideau_pluie.uv_offset = < 0, offset * 0.550000 >;
	reflet.uv_offset = < 0, offset * 0.320000 >;
	__var1 = offset * 0.500000;
	__var2 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000 + Math.sin( __var1 * 5.00000 ) * 0.00700000;
	__var1 = offset * 0.400000 + 555.500;
	__var3 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000 + Math.sin( __var1 * 5.00000 ) * 0.00700000 * 0.500000;
	__var1 = offset * 0.300000 + 888.800;
	__var4 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000;
	camera.position = < 7.07100 + __var2, -(1.00000) + __var3, -(25.3310) + __var4 >;
	__var1 = offset * 0.200000;
	__var5 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000 + Math.sin( __var1 * 5.00000 ) * 0.00700000;
	__var1 = offset * 0.180000 + 555.500;
	__var6 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000 + Math.sin( __var1 * 5.00000 ) * 0.00700000 * 0.700000;
	__var1 = offset * 0.150000 + 888.800;
	__var7 = Math.sin( __var1 ) * 0.300000 + Math.sin( __var1 * 2.30000 ) * 0.150000 + Math.sin( __var1 * 5.00000 ) * 0.00700000;
	camera.direction = < 0.0850000 + __var5 * 0.100000, -(0.0180000) + __var6 * 0.100000, 0.850000 + __var7 * 0.100000 >;
	return null;
};
updateRain();
System.timer[0] = new IntervalTimer( 1.00000 / 60.0000, updateRain );
num_splotch = 60;
splotchs = new Array();
frames = new Array();
computeLight = function(/*localvars=8*/ __var1, __var2, __var3) {
	__var4 = __var1 - 3.20000;
	__var5 = __var2 + 5.60000;
	__var6 = __var3 + 7.60000;
	__var7 = Math.sqrt( __var4 * __var4 + __var5 * __var5 + __var6 * __var6 ) / 10.0000;
	return Math.pow( Math.max( 0.000000, 1.00000 - __var7 ), 1.40000 );
	return null;
};
randomizeSplotch = function(/*localvars=7*/ __var1) {
	__var2 = 0;
	__var3 = -(5.50000);
	__var4 = 0;
	__var5 = Math.random();
	if( __var5 < 0.700000 ) {
		__var2 = 1.50000 + Math.random() * 8.50000;
		__var4 = -(12.0000) + Math.random() * 12.0000;
	} else {
		if( __var5 < 0.950000 ) {
			__var2 = 1.70000 + Math.random() * 0.500000;
			__var4 = -(12.0000) + Math.random() * 12.0000;
		} else {
			__var2 = 1.98000 + Math.random() * 0.100000 - 0.0500000;
			__var4 = -(9.06000) + Math.random() * 0.100000 - 0.0500000;
		}
	}
	__var1.position = < __var2, __var3, __var4 >;
	__var6 = 0.700000 + Math.random() * 0.300000;
	__var1.scale = < __var6, __var6, __var6 >;
	__var1.setColor( < 1.00000, 1.00000, 1.00000, computeLight( __var2, __var3, __var4 ) >, 0.000000 );
	return null;
};
for(i = 0; i < num_splotch; i++) {
	splotchs.push( new Actor( "splotch" + i ) );
	frames.push( Math.floor( Math.random() * 8.00000 ) );
	randomizeSplotch( splotchs[i] );
}
updateSplotches = function(/*localvars=2*/) {
	for(__var1 = 0; __var1 < num_splotch; __var1++) {
		frames[__var1]++;
		if( frames[__var1] == 8 ) {
			randomizeSplotch( splotchs[__var1] );
			frames[__var1] = 0;
		}
		splotchs[__var1].uv_offset = < frames[__var1] / 8.00000, 0 >;
	}
	System.printPerf();
	return null;
};
System.timer[1] = new IntervalTimer( 1.00000 / 30.0000, updateSplotches );


Here's an updated rcomage.exe with a few bugs fixed too:


Thanks mr ZiNgA!
14/05/2011 11:13 PM
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highboy
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Post: #33
RE: VSMX File Format
(13/05/2011 04:09 AM)ZiNgA BuRgA Wrote:  Here's an updated rcomage.exe with a few bugs fixed too:

thanks for that ;)

Check out my apps Here
15/05/2011 05:47 AM
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zeusfriends
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Post: #34
RE: VSMX File Format
i was apple to make a VSMX decompiler...and it use the mnemonics used by the PSP processor ...
and it just translate the mnemonics just like Assembely, so you have to use the Javascript keywords to make your own effort (Manually) ... and it's 100% grantee ... and to prove it, anyone want send me your VSMX and i will translate it for you, for free!...

thanks
24/05/2011 06:18 PM
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