Pastebin
API
tools
faq
paste
Login
Sign up
Please fix the following errors:
New Paste
Syntax Highlighting
pico-8 cartridge // http://www.pico-8.com version 18 __lua__ -- main _init = function() end _update60 = function() state_updt() end _draw = function() state_draw() -- print cpu usage local cpu = shl(stat(0),6) cpu = tostr(cpu,true) print(cpu,0,0,7) end -->8 -- data lut_mesh = { [0]= 0x8000,0x8020,0xa020,0xa0a0; 0xa4a0,0xa4a1,0xa5a1,0xa5a5; 0xe5a5,0xe5b5,0xf5b5,0xf5f5; 0xfdf5,0xfdf7,0xfff7,0xffff; } state_name_lut = { title = 0; menu = 1; game = 2; } state_srct_lut = {} -- functions fsin = function(a) a = shr(a,16)/0x1.0000 return -sin(a) end fcos = function(a) return fsin(a + 0x4000) end -- keiki keiki = {} keiki.__index = keiki -->8 -- keiki --|==== function reference ===| --[[ * > function list: * keiki.new(len,def): creates new list w/ length `len` and optional callback `def` * keiki:add(mode,f) : adds new object w/ mode `mode` and optional callback `f` * keiki:del(id,f) : deletes object [id] and uses optional callback `f` * keiki:iter(f) : iterates through pool with callback `f` * * > structure info: * every pool has 4 attributes: ・ス> objs: the (0-indexed!) array of objects ・ス> len: the length of objects ・ス> last: a pointer to the last object in the pool. this is used for adding and removing objects from the pool's free list ・ス> alive: the number of alive objects * every object has 4 attributes, but you're free to add more to them: ・ス> mode: the object's "type". you can use this for using different types of objects inside one pool. ・ス> dead: whether or not the object's alive. ・ス> id: the object's index in the array. ・ >スnext: a pointer to the next object. used for the pool's free list. ]] --|==== functions =============| -- * > creates a new object pool -- * ・ス筮・ク擾ソスlen: length of army, must be under 0x10000. -- * ・ス筮・ク擾ソスdef: callback on every object. 1st is the list,2nd is index. keiki.new = function(len,def) local may = { objs = {},len = len,last = 0,alive = 0 } for i = 0,len-1 do may.objs[i] = { mode=0,dead=true,id=i,next=i+1 } if def then def(may,i,may.objs[i]) end end may.objs[len-1].next = 0xffff return setmetatable(may,keiki) end --> adds a new object to pool. -- > may: the list to add to -- > mode: the type of object -- > f: the callback on the new object. works the same as keiki.new's callback. keiki.add = function(may,mode,f) -- if there's no space, return nil. if may.alive == may.len then return end -- find the nearest object, reset it's attributes local hani = may.objs[may.last] hani.dead = false hani.mode = mode or 0; if f then f(may,hani.id,hani) end -- make sure this object will be the next free object once it's dead may.last = hani.next -- increment the alive count, then return the new object. may.alive = may.alive+1 return hani; end --> deletes object [id] from the pool. -- > may: the list to remove from -- > id: the id of the object to remove. -- > f: callback on the deleted object. works the same as keiki.new's callback. keiki.del = function(may,id,f) -- if the deleted object doesn't exist, return nil. local hani = may.objs[id] if(hani==nil) then return end if(hani.dead) then return end -- reset variables. hani.dead = true if f then f(may,hani.id,hani) end -- hani's next object should be the last free object -- the new free object should be hani hani.next = may.last may.last = id -- decrement alive counter may.alive = may.alive-1 return hani end --> iterates through pool with the callback f. -- > may: the pool to iterate through -- > f: the callback to use. -- >> 1st argument is the list, 2nd is the id, 3rd is the current object. keiki.iter = function(may,f) for i = 0,may.len-1 do f(may,i,may.objs[i]) end end -->8 -- game state game = { cur_state = 0 } state_swap = function(new) game.cur_state = new end state_updt = function() local state = game.cur_state state_srct_lut[state]:updt() end state_draw = function() local state = game.cur_state state_srct_lut[state]:draw() end -- state objs state_title = { t = 0; swap_flag = false; updt = function(state) if state.t == 15 then state.swap_flag = true end state.t += 1 end; draw = function(state) cls(0) if state.swap_flag then state_swap(state_name_lut.menu) end end; } state_menu = { t = 0; updt = function() end; draw = function() cls(0) state_swap(state_name_lut.game) end; } state_game = { -- vars did_init = false; t = 0; -- misc fx_objs = nil; fx_updt = function(state) local objs = state.fx_objs objs:iter(function(m,i,o) if o.dead then return end local px,py = o.px,o.py local t = o.t -- > 00h: orb lo if o.mode == 0 then local dt = shr(t,2) -- move local spd = o.spd local ang = o.ang local vx,vy = 0,0 local x,y = px,py x += fcos(ang) * spd y += fsin(ang) * spd o.vx,o.vy = vx,vy o.px,o.py = x,y spd -= 0.2 if(spd<0) spd=0 o.spd = spd -- handle removal if dt >= 4 then objs:del(i) end -- > 01h: star elseif o.mode == 1 then py += o.spd o.px,o.py = px,py if(py >= 128+32) m:del(i) end end) end; fx_draw = function(state) local objs = state.fx_objs objs:iter(function(m,i,o) if o.dead then return end local px,py = o.px,o.py local t = o.t -- > 00h: orb lo if o.mode == 0 then local dt = shr(t,2) if t%2==0 then spr(56+dt,px-4,py-4) end o.t = t+1 -- > 01h: star elseif o.mode == 1 then if t%2==0 then spr(1,px-4,py-4) end o.t = t+1 end end) end; -- player p1 = {}; p2 = {}; p1_shot = nil; p2_shot = nil; plr_updt = function(state) local plr = state.p1 state:plr_updtshot() state:plr_move() state:plr_shoot() end; plr_updtshot = function(state) local p1 = state.p1 local p1_shot = state.p1_shot p1_shot:iter(function(m,i,o) if(o.dead) return; if o.mode == 0b00000000 then local x,y = o.px,o.py local vx,vy = o.vx,o.vy local ang = o.ang vx = fcos(ang) * o.spd vy = fsin(ang) * o.spd o.vx,o.vy = vx,vy x += vx; y += vy; o.px,o.py = x,y o.t += 1 -- oob check local ox = x>=192 or x<-64 local oy = y>=192 or y<-64 if(ox or oy) then p1_shot:del(i) end end end) end; plr_shoot = function(state) local p1 = state.p1 local p1_shot = state.p1_shot -- > update presses if btn(4) then if not p1.shot_press then if p1.power == 0 then if p1.shota_timer <= 0 then p1.shota_timer = 0x10 end end p1.shot_press = true else -- handle focus if p1.shota_timer <= -8 then p1.shot_focus = true end end end if not btn(4) then p1.shot_focus = false p1.shot_press = false p1.focus_timer = 0 end -- > update shots do if p1.power == 0 then if p1.shota_timer <= -8 then if p1.shot_focus then if p1.focus_timer%8==0 then for a = -1,1,2 do p1_shot:add( 0b00000000, function(m,i,o) local spread = (a*4) local shtspr = p1.focus_timer%8 if(p1.vx~=0) spread *= .5 o.t = 0 o.ang = (shtspr*0x00c0*a) - 0x4000 o.ang = band(o.ang,0xffff) o.spd = 8 o.px = p1.x + spread o.py = p1.y spr(56,p1.x + spread-4,o.py) sfx(0,.1) end ) end end p1.focus_timer += 1 end elseif p1.shota_timer <= 0 then elseif p1.shota_timer%4==0 then -- shoot middle shot local shf = 0x1.8 - p1.shota_timer/12 shf *= 0x0c00 local spd = 8 p1_shot:add(0b00000000, function(m,i,o) o.t = 0 o.ang = 0xc000 o.spd = spd o.px,o.py = p1.x,p1.y-8 spr(56,o.px-4,o.py-4) end ) -- > shoot side shots for a = -1,1,2 do p1_shot:add( 0b00000000, function(m,i,o) local spread = (a*4) if(p1.vx~=0) spread *= .5 o.t = 0 o.ang = shf*a - 0x4000 o.ang = band(o.ang,0xffff) o.spd = spd o.px = p1.x + spread o.py = p1.y spr( 56, (p1.x + spread*1)-4, o.py-4) end ) end sfx(0) end end end -- > update timers p1.shota_timer -= 1 if p1.shota_timer < -64 then p1.shota_timer = -64 end end; plr_move = function(state) local p1 = state.p1 if p1.enter then local et = p1.enter_time p1.y -= et/3 et -= .15 if et <= -3 then p1.enter = false end p1.enter_time = et else local spd = 1 if p1.shot_focus then spd = .2 end local vx,vy = 0,0 if(btn(0)) vx -= spd if(btn(1)) vx += spd if(btn(2)) vy -= spd if(btn(3)) vy += spd -- > move p1.vx,p1.vy = vx,vy p1.x += vx p1.y += vy end end; plr_draw = function(state) local p1 = state.p1 state:plr_drawstat() state:plr_drawshot() state:plr_drawship() end; plr_drawstat = function(state) local p1 = state.p1 local x,y = 0,8 -- > draw lives if p1.lives > 0 then for i = 1,p1.lives do spr(21,x,y) x += 8 end end -- > draw bombs x,y = 0,y+8 if p1.bombs > 0 then for i = 1,p1.bombs do spr(22,x,y) x += 8 end end end; plr_drawship = function(state) local p1 = state.p1 -- > get pos & index local x,y = p1.x,p1.y local vx,vy = p1.vx,p1.vy local indx = 32 if(vy<0) indx = 34 if(vx<0) indx = 36 if(vx>0) indx = 36 + 2 if(p1.enter) indx = 34 -- > draw afterburner if state.t%2==0 then local x = x - vx local y = y - vy local indx = 56 local t = shr(state.t,1) indx += (t%4) y -= vy*(t%4) x -= vx*(t%4) spr(indx,x-4,y+2) palt() end -- > draw ship spr( indx,x-8,y-8, 2,2 ) end; plr_drawshot = function(state) local p1 = state.p1 local p1_shot = state.p1_shot p1_shot:iter(function(m,i,o) if o.dead then return end if o.mode == 0b00000000 then local ang = o.ang local x,y = o.px,o.py local indx = 40 local fx = false local rnd_ang = shr(ang + 0x0800,12) indx += rnd_ang%8 if(ang<0) fx=true spr( indx,x-4,y-4, 1,1, fx,fx ) end end) end; -- enemy stg_time = 0; stg_index = 0; enm_shot = nil; enm_obj = nil; enm_coro = cocreate(function(state) local t = state.stg_time local objs = state.enm_objs local function fwait(f) f = f or 1 for i = 1,f do yield() t += 1 state.stg_time = t end end -- main coroutine -- > stage 1 if state.stg_index == 0 then -- > level text do local lim = 112 for i = -lim,lim,2 do local s = 1 if(i>0) s -= i/lim local x,y = 64 + i,64 local oy = 8*s -- get color local clut = { [0]=7,15,14,13, 5,2,1,0 } local clr = clut[8-flr(s*8)] rectfill(0,y-oy,128,y+oy,clr) -- get print x local is = (i+lim)/(lim*2)+.5 local px = -48 + cos(is)*64 print("stage 1",px,y-4,0) print("get ready! 笙・",px+32,y+2,0) yield() end end -- > missiles do for i = 1,24 do local x = 8 + rnd(112) local y = -16 objs:add(0,function(m,i,o) o.px,o.py = x,y o.t = 0 o.hp = 2 o.hbsize = 8 local off = (rnd()-.5) o.d[0] = 0x4000 + off*0x2000 o.d[1] = 3 end) fwait(15) end end state.stg_index += 1 end -- infinite loop while true do fwait() end end); enm_updt = function(state) local coro = state.enm_coro local on,excep = coresume(coro,state) if not on then stop(trace(co,excep)) end -- update objects local objs = state.enm_objs objs:iter(function(m,i,o) if o.dead then return end local px,py = o.px,o.py local hp = o.hp -- > 0 - straight missile if o.mode == 0 then local ang = o.d[0] local spd = o.d[1] px += fcos(ang)*spd py += fsin(ang)*spd o.px,o.py = px,py -- > damaging local hbsize = o.hbsize state.p1_shot:iter( function(psht,ind,sht) if sht.dead then return end local x1,y1 = px-hbsize,py-hbsize local x2,y2 = px+hbsize,py+hbsize if sht.px<x2 and sht.px>=x1 then if sht.py<y2 and sht.py>=y1 then hp -= sht.dmg psht:del(ind) end end end ) -- > death local ox = px<-64 or px>128+64 local oy = py<-64 or py>128+64 if ox or oy then m:del(o.id) end if hp <= 0 then for a = 0,7 do state.fx_objs:add(0, function(m,i,o) o.px,o.py = px,py o.ang = a*0x2000 o.ang += rnd()*0x1800 o.spd = 1 + rnd()*4 o.t = 0 end ) end end end -- damaging if hp <= 0 then objs:del(i) sfx(1) end end) end; enm_draw = function(state) local objs = state.enm_objs objs:iter(function(m,i,o) if o.dead then return end local px,py = o.px,o.py -- > 0 - straight missile if o.mode == 0 then local ang = o.d[0] local indx = 64 indx += shr(ang + 0x0800,12) spr(indx,px-4,py-4) o.t += 1 -- > afterburner if o.t%2 == 0 then state.fx_objs:add(0, function(m,i,o) o.t = 0 o.px,o.py = px,py o.ang,o.spd = ang,0 end ) end end end) end; -- functions init = function(state) if not state.did_init then -- > player state.p1 = { -- > coordinates x=64,y=128+32; vx = 0,vy=0; -- > stats lives = 2; bombs = 4; -- > entrance enter = true; enter_time = 8; -- > shot vars shota_timer = 0; -- shot a focus_timer = 0; power = 0 } state.p1_shot = keiki.new(0x0080,function(m,i,o) o.px,o.py = 0,0 o.vx,o.vy = 0,0 o.ang,o.spd = 0,0 o.t = 0 o.dmg = 2 end) -- > effects state.fx_objs = keiki.new(0x0100,function(m,i,o) o.px,o.py = 0,0 o.vx,o.vy = 0,0 o.ang,o.spd = 0,0 o.t = 0 end) -- > enemy state.enm_objs = keiki.new( 0x0100, function(m,i,o) o.px,o.py = 0,0 o.hbsize = 0 o.hp = 0 o.d = {} end ) state.enm_shot = keiki.new( 0x0100, function(m,i,o) o.px,o.py = 0,0 o.vx,o.vy = 0,0 o.ang = 0 end ) state.did_init = true end end; star_add = function(state) local objs = state.fx_objs if state.t%9==0 then objs:add(1,function(m,i,o) o.t = 0 o.px = rnd(128) o.py = -32 o.spd = .1+rnd()*4 end) end end; updt = function(state) cls(0) state:init() state:plr_updt() state:enm_updt() state:fx_updt() state:star_add() end; draw = function(state) state:fx_draw() state:enm_draw() state:plr_draw() state.t += 1 end; } -- forwrad declarations state_srct_lut = { [state_name_lut.title] = state_title; [state_name_lut.menu] = state_menu; [state_name_lut.game] = state_game; } __gfx__ 0000000000000000c0000cc00cc0c0c0000000000ee00000000ee00ee0eeeee00000000000000000000000000000000000000000000000000000000000000000 0000000000000000c000c0c0c000c0c000000000eee00000000ee00ee0ee00ee0000000000000000000000000000000000000000000000000000000000000000 0070070000006000c000c0c0c000c0c0777700000ee00000000ee00ee0ee00ee0000000000000000000077700000000000000007700000000000000000770000 0007700000066600c000c0c0c000cc00000070000ee00777700ee00ee0ee00ee0007777777777000000070077770000000000070070000000000007777070000 0007700000006000c000c0c0c000c0c0000007000ee00777700ee00ee0eeeee00007000000007000000070000007770000000700007000000077770000070000 0070070000000000c000c0c0c000c0c0000000700ee00000000ee00ee0ee00000007000000007000000070000000070000007000000700000070000000007000 0000000000000000c000c0c0c000c0c0000000070ee00000000ee00ee0ee00000007000000007000000700000000700000070000000070000070000000007000 0000000000000000ccc0cc000cc0c0c000000000eeee00000000eeeee0ee00000007000cc00070000007000cc00070000070000cc00007000007000cc0007000 0700077077000770777007707770777007700770000cc00011000011000700000007000cc00070000007000cc00070000070000cc00007000007000cc0007000 77007070707070707000707070707070707070700017c10010000001000777000007000000007000000700000000700000070000000070000007000000000700 07007070007070707000707070707070707070700017c10000800800000700000007000000007000007000000007000000007000000700000007000000000700 07007070007070707700707070007770707070700717c1e000788800077777000007000000007000007770000007000000000700007000000000700000777700 0700707007007070007070707770007070707070071771e000888800070007000007777777777000000007777007000000000070070000000000707777000000 07007070700070700070707070707070707070700e711e2000088000077777000000000000000000000000000777000000000007700000000000770000000000 0700707070007070007070707070707070707070eee7722210000001000000000000000000000000000000000000000000000000000000000000000000000000 7770770077707700770077007770777077007700ee07702211000011707070700000000000000000000000000000000000000000000000000000000000000000 0000000cc00000000000000cc00000000000000cc00000000000000cc00000000000000000000000000000000022200000022000000222000000000000000000 000000c7c1000000000000c7c1000000000000c7c200000000000027c1000000000000000220000000220000022ee000002ee200000ee2200000220000000220 000000c7c1000000000000c7c1000000000000c7c200000000000027c100000002ee776022eee00002eee00002eee00000eeee00000eee20000eee20000eee22 000070c7c10e0000000007c7c1e00000000007c7c270000000000627c12000002eef77772eeef77602eef70000eef70000effe00007fee00007fee20677feee2 000070c7c10e0000000007c7c1e00000000007c7c270000000000627c12000002eef77772eef777700ef776000ef7700007777000077fe000677fe007777fee2 000070c7c10e0000000007c7c1e00000000007c7c270000000000627c120000002ee776000077777000777700007776000777700067770000777700077777000 0008727cc11e80000000877cc1e800000000877cc17800000000862cc22800000000000000000670000067000007777000677600077770000076000007600000 00077277711ee0000000777771ee0000000077777177000000006626622200000000000000000000000000000006770000077000007760000000000000000000 00e77277711ee200000e777771ee2000000e77777177e000000e6626622210000022220000022000000000000000000000000000008800000008800000000800 00e7772771eee200000e77777eee2000000e77277177e000000e66266122100002eeee20002ee200000220000000000008888880008088000080080000088800 00ee772111ee2200000ee7711ee22000000ee721117ee000000ee621112110002e7777e202e77e20002ee2000002200008000080008000880800008088800080 00ee77711eee2200000ee777eee22000000ee771177ee000000ee661122110002e7777e22e7777e202e77e2000277200080ee080080ee080800ee008800ee080 0eee771771ee222000eee7777ee2220000eee717717eee0000eee616612111002e7777e22e7777e202e77e2000277200080ee080080ee080800ee008080ee008 0ee011177111022000ee01177110220000ee21177110ee0000ee0116611111002e7777e202e77e20002ee2000002200008000080880008000800008008000888 000000122100000000000012210000000000000221000000000000122000000002eeee20002ee200000220000000000008888880008808000080080000888000 00000000000000000000000000000000000000000000000000000000000000000022220000022000000000000000000000000000000088000008800000800000 d0000000dd000000006dd000d6761dd0dd6761dd0dd1676d000dd600000000dd0000000000000000000000000000000000000000000000000000000000000000 dd000000660000000676d000d6761d000d6761d000d1676d000d6760000000660000000000000000000000000000000000000000000000000000000000000000 66666660776666001667600000676100006761000016760000067661006666770000000000000000000000000000000000000000000000000000000000000000 7777777766777760d16676000067610000676100001676000067661d067777660000000000000000000000000000000000000000000000000000000000000000 6666666611666677dd166760006761000067610000167600067661dd776666110000000000000000000000000000000000000000000000000000000000000000 11111110dd1111660001667600676100006761000016760067661000661111dd0000000000000000000000000000000000000000000000000000000000000000 dd000000d000001000001667000676100067610001676000766100000100000d0000000000000000000000000000000000000000000000000000000000000000 d0000000000000000000016000007600000760000067000006100000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 000000000000000000000000000000000000000077707770707077707708888000888008800880001111001100b1110011001101111011100770077000770707 00000000000000000000000000000000000000007770777077007070770880880880880880088000220220220022022022002202200b22027000d00707000d07 00000000000000000000000000000000000000007000707070707770770880880880880888088000ee0ee0ee00ee0ee00eeee00eee00ee0e7000700707000770 0000000000000000000000000000000000000000000000000000000077088088088088088888800077770077007777700b7700b7700b77707000700707000707 0000000000000000000000000000000000000000eee0eee0e0e0eee00008808808808808808880007700bb77707707700b7700b77770770707d007d0007d070d 0000000000000000000000000000000000000000eee0eee0ee00e0e0ee0880880880880880088088bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb0000000000000000 0000000000000000000000000000000000000000e000e0e0e0e0eee0ee0888800088800880088088bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbd770d770d000d000 00000000000000000000000000000000000000000000000000000000000000000000000000000000bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb7070707070007000 00000000000000000000000000000000000000000000000000000000000000000000000000000000bbbbbbbbbb11100bb111100bbbbbbbbb770077d070007000 00000000000000000000000000000000000000000000000000000000000000000000000000000000bbbbbbbbb222200bbbbb5500bbbbbbbb7070707070007000 00000000000000000000000000000000000000000000000000000000000000000000000000000000beeeeeebbbeee00bbbeee00bbbbbbbbb77d070707770d770 00000000000000000000000000000000000000000000000000000000000000000000000000000000bbbbbbbbbb77700bb7700bbbbbbbbbbb0000000000000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000bbbbbbbbb7777700b7777700bbbbbbbb7770777700000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb0700707070000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb0700700070000000 00000000000000000000000000000000000000000000000000000000000000000000000000000000bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb0000000000000000 __sfx__ 00010000266101c6101e6101c610196101861015610116100f6100c6100b610066100361002610006100160002600026000260002600036000360003600036000260000000000000160001600006000060000600 000100001d1501a1501515015650156501565013650126401264011630116301063010630106200f6200f6200d6200c6100b6100a6100a6100961008610066100361002610016100061011600136001560017600 000e00000c1500c150000000000010150101500000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 000e00000c1500c150000000000010150101500000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 __music__ 00 02034344 00 02424344
Optional Paste Settings
Category:
None
Cryptocurrency
Cybersecurity
Fixit
Food
Gaming
Haiku
Help
History
Housing
Jokes
Legal
Money
Movies
Music
Pets
Photo
Science
Software
Source Code
Spirit
Sports
Travel
TV
Writing
Tags:
Syntax Highlighting:
None
Bash
C
C#
C++
CSS
HTML
JSON
Java
JavaScript
Lua
Markdown (PRO members only)
Objective C
PHP
Perl
Python
Ruby
Swift
4CS
6502 ACME Cross Assembler
6502 Kick Assembler
6502 TASM/64TASS
ABAP
AIMMS
ALGOL 68
APT Sources
ARM
ASM (NASM)
ASP
ActionScript
ActionScript 3
Ada
Apache Log
AppleScript
Arduino
Asymptote
AutoIt
Autohotkey
Avisynth
Awk
BASCOM AVR
BNF
BOO
Bash
Basic4GL
Batch
BibTeX
Blitz Basic
Blitz3D
BlitzMax
BrainFuck
C
C (WinAPI)
C Intermediate Language
C for Macs
C#
C++
C++ (WinAPI)
C++ (with Qt extensions)
C: Loadrunner
CAD DCL
CAD Lisp
CFDG
CMake
COBOL
CSS
Ceylon
ChaiScript
Chapel
Clojure
Clone C
Clone C++
CoffeeScript
ColdFusion
Cuesheet
D
DCL
DCPU-16
DCS
DIV
DOT
Dart
Delphi
Delphi Prism (Oxygene)
Diff
E
ECMAScript
EPC
Easytrieve
Eiffel
Email
Erlang
Euphoria
F#
FO Language
Falcon
Filemaker
Formula One
Fortran
FreeBasic
FreeSWITCH
GAMBAS
GDB
GDScript
Game Maker
Genero
Genie
GetText
Go
Godot GLSL
Groovy
GwBasic
HQ9 Plus
HTML
HTML 5
Haskell
Haxe
HicEst
IDL
INI file
INTERCAL
IO
ISPF Panel Definition
Icon
Inno Script
J
JCL
JSON
Java
Java 5
JavaScript
Julia
KSP (Kontakt Script)
KiXtart
Kotlin
LDIF
LLVM
LOL Code
LScript
Latex
Liberty BASIC
Linden Scripting
Lisp
Loco Basic
Logtalk
Lotus Formulas
Lotus Script
Lua
M68000 Assembler
MIX Assembler
MK-61/52
MPASM
MXML
MagikSF
Make
MapBasic
Markdown (PRO members only)
MatLab
Mercury
MetaPost
Modula 2
Modula 3
Motorola 68000 HiSoft Dev
MySQL
Nagios
NetRexx
Nginx
Nim
NullSoft Installer
OCaml
OCaml Brief
Oberon 2
Objeck Programming Langua
Objective C
Octave
Open Object Rexx
OpenBSD PACKET FILTER
OpenGL Shading
Openoffice BASIC
Oracle 11
Oracle 8
Oz
PARI/GP
PCRE
PHP
PHP Brief
PL/I
PL/SQL
POV-Ray
ParaSail
Pascal
Pawn
Per
Perl
Perl 6
Phix
Pic 16
Pike
Pixel Bender
PostScript
PostgreSQL
PowerBuilder
PowerShell
ProFTPd
Progress
Prolog
Properties
ProvideX
Puppet
PureBasic
PyCon
Python
Python for S60
QBasic
QML
R
RBScript
REBOL
REG
RPM Spec
Racket
Rails
Rexx
Robots
Roff Manpage
Ruby
Ruby Gnuplot
Rust
SAS
SCL
SPARK
SPARQL
SQF
SQL
SSH Config
Scala
Scheme
Scilab
SdlBasic
Smalltalk
Smarty
StandardML
StoneScript
SuperCollider
Swift
SystemVerilog
T-SQL
TCL
TeXgraph
Tera Term
TypeScript
TypoScript
UPC
Unicon
UnrealScript
Urbi
VB.NET
VBScript
VHDL
VIM
Vala
Vedit
VeriLog
Visual Pro Log
VisualBasic
VisualFoxPro
WHOIS
WhiteSpace
Winbatch
XBasic
XML
XPP
Xojo
Xorg Config
YAML
YARA
Z80 Assembler
ZXBasic
autoconf
jQuery
mIRC
newLISP
q/kdb+
thinBasic
Paste Expiration:
Never
Burn after read
10 Minutes
1 Hour
1 Day
1 Week
2 Weeks
1 Month
6 Months
1 Year
Paste Exposure:
Public
Unlisted
Private
Folder:
(members only)
Password
NEW
Enabled
Disabled
Burn after read
NEW
Paste Name / Title:
Create New Paste
Hello
Guest
Sign Up
or
Login
Sign in with Facebook
Sign in with Twitter
Sign in with Google
You are currently not logged in, this means you can not edit or delete anything you paste.
Sign Up
or
Login
Public Pastes
I made $15,000 in 2 days
CSS | 12 min ago | 0.21 KB
This summer smells like money
CSS | 13 min ago | 0.21 KB
✅ API Glitch (Docs Leak)
CSS | 13 min ago | 0.21 KB
Untitled
mIRC | 2 hours ago | 0.57 KB
ifm isu iolink [WIP]
Python | 3 hours ago | 1.18 KB
HELLO PROGRAMMER
17 hours ago | 0.03 KB
Untitled
22 hours ago | 2.26 KB
FB2600 User Handbook v0.91
1 day ago | 6.06 KB
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the
Cookies Policy
.
OK, I Understand
Not a member of Pastebin yet?
Sign Up
, it unlocks many cool features!