0,]']±>Sï}WÿÍu§ðp8·d%qy)6o;]ÉA¦ösï÷ôôô”°ÂVl†3 256 then intensity = min(intensity + 1, 128) end if stats.frames > 512 then deform = min(deform + 1, 64) end -- Voxel drawing local TUNNEL_MAP_SIZE = 128 -- Init previous-height table local previous_height = {} for x = 0, TUNNEL_MAP_SIZE do previous_height[x] = TUNNEL_MAP_SIZE end local tunnel_map = {} for y = TUNNEL_MAP_SIZE - 1, TUNNEL_MAP_SIZE / 2, -1 do for x = 0, TUNNEL_MAP_SIZE - 1 do -- Get height from map local c = voxel_map[(x + deform // 9 * sin(f / 99 + y / 9)) // 1 % VOXEL_MAP_SIZE + VOXEL_MAP_SIZE * ((y - f // 2) % VOXEL_MAP_SIZE)] -- Convert to a point relative to the current position local h = (y - c * intensity / 100) // 1 -- If we are visible, fill a line of pixels for i = previous_height[x], h, -1 do tunnel_map[i * TUNNEL_MAP_SIZE + x] = c end previous_height[x] = h end end -- tunnel local table_r = tunnel_table_r local table_a = tunnel_table_a local map = tunnel_map local r, a local offset_r = {} local offset_a = {} local fade = stats.frames trace(fade) -- offset tables for i = 0, 255 do offset_r[i] = (TUNNEL_MAP_SIZE - (i + 100) % TUNNEL_MAP_SIZE) * TUNNEL_MAP_SIZE if fade < i then offset_r[i] = 0 end offset_a[i] = i % TUNNEL_MAP_SIZE end for i = 0, 32639, 1 do r = table_r[i] a = table_a[i] poke4(i, map[offset_r[r] + offset_a[a]]) end circ(120, 68, 6, 0) if stats.frames > 768 then centered_print("voxel-tunnel technology for the win", 120, 130, 12, false, 1, true) end stats:stop() end